c4903a603b
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367 lines
13 KiB
XML
367 lines
13 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector2" version="4.0">
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<brief_description>
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Vector used for 2D math using floating point coordinates.
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</brief_description>
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<description>
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2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
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It uses floating-point coordinates. See [Vector2i] for its integer counterpart.
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[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
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</description>
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<tutorials>
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<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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</tutorials>
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<methods>
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<method name="Vector2">
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<return type="Vector2">
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</return>
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<argument index="0" name="from" type="Vector2i">
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</argument>
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<description>
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Constructs a new [Vector2] from [Vector2i].
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</description>
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</method>
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<method name="Vector2">
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<return type="Vector2">
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</return>
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<argument index="0" name="x" type="float">
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</argument>
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<argument index="1" name="y" type="float">
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</argument>
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<description>
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Constructs a new [Vector2] from the given [code]x[/code] and [code]y[/code].
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</description>
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</method>
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<method name="abs">
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<return type="Vector2">
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</return>
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<description>
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
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</method>
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<method name="angle">
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<return type="float">
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</return>
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<description>
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Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
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For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
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Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
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</description>
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</method>
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<method name="angle_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the angle to the given vector, in radians.
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</description>
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</method>
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<method name="angle_to_point">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the angle between the line connecting the two points and the X axis, in radians.
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</description>
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</method>
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<method name="aspect">
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<return type="float">
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</return>
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<description>
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Returns the aspect ratio of this vector, the ratio of [member x] to [member y].
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</description>
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</method>
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<method name="bounce">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
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</method>
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<method name="ceil">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector with all components rounded up (towards positive infinity).
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</description>
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</method>
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<method name="clamped">
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<return type="Vector2">
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</return>
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<argument index="0" name="length" type="float">
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</argument>
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<description>
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Returns the vector with a maximum length by limiting its length to [code]length[/code].
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</description>
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</method>
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<method name="cross">
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<return type="float">
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</return>
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the cross product of this vector and [code]with[/code].
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</description>
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</method>
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<method name="cubic_interpolate">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="pre_a" type="Vector2">
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</argument>
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<argument index="2" name="post_b" type="Vector2">
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</argument>
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<argument index="3" name="t" type="float">
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</argument>
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<description>
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Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
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</method>
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<method name="direction_to">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<description>
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Returns the normalized vector pointing from this vector to [code]b[/code].
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</description>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the squared distance between this vector and [code]b[/code].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the distance between this vector and [code]to[/code].
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</description>
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</method>
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<method name="dot">
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<return type="float">
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</return>
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
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The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
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When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
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[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
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</description>
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</method>
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<method name="floor">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector with all components rounded down (towards negative infinity).
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</description>
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</method>
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<method name="is_equal_approx">
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<return type="bool">
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</return>
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<argument index="0" name="v" type="Vector2">
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</argument>
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<description>
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Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the vector is normalized, and false otherwise.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the length (magnitude) of this vector.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<description>
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Returns the squared length (squared magnitude) of this vector.
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This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="lerp">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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</description>
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</method>
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<method name="move_toward">
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<return type="Vector2">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<argument index="1" name="delta" type="float">
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</argument>
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<description>
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Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount.
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</description>
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</method>
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<method name="normalized">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
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</method>
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<method name="posmod">
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<return type="Vector2">
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</return>
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<argument index="0" name="mod" type="float">
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</argument>
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<description>
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Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
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</description>
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</method>
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<method name="posmodv">
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<return type="Vector2">
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</return>
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<argument index="0" name="modv" type="Vector2">
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</argument>
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<description>
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Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
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</description>
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</method>
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<method name="project">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<description>
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Returns the vector projected onto the vector [code]b[/code].
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</description>
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</method>
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<method name="reflect">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns the vector reflected from a plane defined by the given normal.
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</description>
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</method>
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<method name="rotated">
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<return type="Vector2">
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</return>
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
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</description>
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</method>
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<method name="round">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
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</description>
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</method>
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<method name="sign">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
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</description>
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</method>
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<method name="slerp">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation.
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[b]Note:[/b] Both vectors must be normalized.
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</description>
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</method>
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<method name="slide">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns this vector slid along a plane defined by the given normal.
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</description>
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</method>
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<method name="snapped">
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<return type="Vector2">
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</return>
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<argument index="0" name="by" type="Vector2">
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</argument>
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<description>
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Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
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</description>
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</method>
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<method name="tangent">
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<return type="Vector2">
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</return>
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<description>
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Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
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</description>
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</method>
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</methods>
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<members>
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<member name="x" type="float" setter="" getter="" default="0.0">
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The vector's X component. Also accessible by using the index position [code][0][/code].
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</member>
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<member name="y" type="float" setter="" getter="" default="0.0">
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The vector's Y component. Also accessible by using the index position [code][1][/code].
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</member>
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</members>
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<constants>
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<constant name="AXIS_X" value="0">
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Enumerated value for the X axis.
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</constant>
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<constant name="AXIS_Y" value="1">
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Enumerated value for the Y axis.
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</constant>
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<constant name="ZERO" value="Vector2( 0, 0 )">
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Zero vector, a vector with all components set to [code]0[/code].
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</constant>
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<constant name="ONE" value="Vector2( 1, 1 )">
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One vector, a vector with all components set to [code]1[/code].
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</constant>
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<constant name="INF" value="Vector2( inf, inf )">
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Infinity vector, a vector with all components set to [constant @GDScript.INF].
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</constant>
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<constant name="LEFT" value="Vector2( -1, 0 )">
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Left unit vector. Represents the direction of left.
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</constant>
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<constant name="RIGHT" value="Vector2( 1, 0 )">
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Right unit vector. Represents the direction of right.
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</constant>
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<constant name="UP" value="Vector2( 0, -1 )">
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Up unit vector. Y is down in 2D, so this vector points -Y.
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</constant>
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<constant name="DOWN" value="Vector2( 0, 1 )">
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Down unit vector. Y is down in 2D, so this vector points +Y.
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</constant>
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</constants>
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</class>
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