Add Vector2.from_angle() method

This commit is contained in:
kobewi 2021-04-27 15:53:04 +02:00
parent d085b2d04d
commit 3f3739ccb5
5 changed files with 30 additions and 0 deletions

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@ -34,6 +34,10 @@ real_t Vector2::angle() const {
return Math::atan2(y, x); return Math::atan2(y, x);
} }
Vector2 Vector2::from_angle(const real_t p_angle) {
return Vector2(Math::cos(p_angle), Math::sin(p_angle));
}
real_t Vector2::length() const { real_t Vector2::length() const {
return Math::sqrt(x * x + y * y); return Math::sqrt(x * x + y * y);
} }

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@ -147,6 +147,7 @@ struct Vector2 {
bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); } bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
real_t angle() const; real_t angle() const;
static Vector2 from_angle(const real_t p_angle);
_FORCE_INLINE_ Vector2 abs() const { _FORCE_INLINE_ Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y)); return Vector2(Math::abs(x), Math::abs(y));

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@ -1502,6 +1502,8 @@ static void _register_variant_builtin_methods() {
bind_method(Vector2, clamp, sarray("min", "max"), varray()); bind_method(Vector2, clamp, sarray("min", "max"), varray());
bind_method(Vector2, snapped, sarray("step"), varray()); bind_method(Vector2, snapped, sarray("step"), varray());
bind_static_method(Vector2, from_angle, sarray("angle"), varray());
/* Vector2i */ /* Vector2i */
bind_method(Vector2i, aspect, sarray(), varray()); bind_method(Vector2i, aspect, sarray(), varray());

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@ -155,6 +155,18 @@
Returns the vector with all components rounded down (towards negative infinity). Returns the vector with all components rounded down (towards negative infinity).
</description> </description>
</method> </method>
<method name="from_angle" qualifiers="static">
<return type="Vector2" />
<argument index="0" name="angle" type="float" />
<description>
Creates a unit [Vector2] rotated to the given [code]angle[/code] in radians. This is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or [code]Vector2.RIGHT.rotated(angle)[/code].
[codeblock]
print(Vector2.from_angle(0)) # Prints (1, 0).
print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above.
print(Vector2.from_angle(PI / 2)) # Prints (0, 1).
[/codeblock]
</description>
</method>
<method name="is_equal_approx" qualifiers="const"> <method name="is_equal_approx" qualifiers="const">
<return type="bool" /> <return type="bool" />
<argument index="0" name="to" type="Vector2" /> <argument index="0" name="to" type="Vector2" />

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@ -603,6 +603,17 @@ namespace Godot
y = v.y; y = v.y;
} }
/// <summary>
/// Creates a unit Vector2 rotated to the given angle. This is equivalent to doing
/// `Vector2(Mathf.Cos(angle), Mathf.Sin(angle))` or `Vector2.Right.Rotated(angle)`.
/// </summary>
/// <param name="angle">Angle of the vector, in radians.</param>
/// <returns>The resulting vector.</returns>
public static Vector2 FromAngle(real_t angle)
{
return new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
}
public static Vector2 operator +(Vector2 left, Vector2 right) public static Vector2 operator +(Vector2 left, Vector2 right)
{ {
left.x += right.x; left.x += right.x;