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.
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Vector2ΒΆ
A 2D vector using floating-point coordinates.
DescriptionΒΆ
A 2-element structure that can be used to represent 2D coordinates or any other pair of numeric values.
It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike float which is always 64-bit. If double precision is needed, compile the engine with the option precision=double
.
See Vector2i for its integer counterpart.
Note: In a boolean context, a Vector2 will evaluate to false
if it's equal to Vector2(0, 0)
. Otherwise, a Vector2 will always evaluate to true
.
TutorialsΒΆ
PropertiesΒΆ
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ConstructorsΒΆ
Vector2() |
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MethodsΒΆ
abs() const |
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angle() const |
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angle_to_point(to: Vector2) const |
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aspect() const |
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bezier_derivative(control_1: Vector2, control_2: Vector2, end: Vector2, t: float) const |
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bezier_interpolate(control_1: Vector2, control_2: Vector2, end: Vector2, t: float) const |
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ceil() const |
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cubic_interpolate(b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float) const |
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cubic_interpolate_in_time(b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const |
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direction_to(to: Vector2) const |
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distance_squared_to(to: Vector2) const |
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distance_to(to: Vector2) const |
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floor() const |
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from_angle(angle: float) static |
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is_equal_approx(to: Vector2) const |
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is_finite() const |
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is_normalized() const |
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is_zero_approx() const |
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length() const |
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length_squared() const |
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limit_length(length: float = 1.0) const |
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max_axis_index() const |
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min_axis_index() const |
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move_toward(to: Vector2, delta: float) const |
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normalized() const |
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orthogonal() const |
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round() const |
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sign() const |
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OperatorsΒΆ
operator !=(right: Vector2) |
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operator *(right: Transform2D) |
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operator *(right: Vector2) |
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operator *(right: float) |
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operator *(right: int) |
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operator +(right: Vector2) |
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operator -(right: Vector2) |
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operator /(right: Vector2) |
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operator /(right: float) |
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operator /(right: int) |
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operator <(right: Vector2) |
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operator <=(right: Vector2) |
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operator ==(right: Vector2) |
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operator >(right: Vector2) |
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operator >=(right: Vector2) |
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operator [](index: int) |
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ConstantsΒΆ
AXIS_X = 0
π
Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.
AXIS_Y = 1
π
Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.
ZERO = Vector2(0, 0)
π
Zero vector, a vector with all components set to 0
.
ONE = Vector2(1, 1)
π
One vector, a vector with all components set to 1
.
INF = Vector2(inf, inf)
π
Infinity vector, a vector with all components set to @GDScript.INF.
LEFT = Vector2(-1, 0)
π
Left unit vector. Represents the direction of left.
RIGHT = Vector2(1, 0)
π
Right unit vector. Represents the direction of right.
UP = Vector2(0, -1)
π
Up unit vector. Y is down in 2D, so this vector points -Y.
DOWN = Vector2(0, 1)
π
Down unit vector. Y is down in 2D, so this vector points +Y.
Property DescriptionsΒΆ
The vector's X component. Also accessible by using the index position [0]
.
The vector's Y component. Also accessible by using the index position [1]
.
Constructor DescriptionsΒΆ
Constructs a default-initialized Vector2 with all components set to 0
.
Vector2 Vector2(from: Vector2)
Constructs a Vector2 as a copy of the given Vector2.
Vector2 Vector2(from: Vector2i)
Constructs a new Vector2 from Vector2i.
Vector2 Vector2(x: float, y: float)
Constructs a new Vector2 from the given x
and y
.
Method DescriptionsΒΆ
Returns a new vector with all components in absolute values (i.e. positive).
Returns this vector's angle with respect to the positive X axis, or (1, 0)
vector, in radians.
For example, Vector2.RIGHT.angle()
will return zero, Vector2.DOWN.angle()
will return PI / 2
(a quarter turn, or 90 degrees), and Vector2(1, -1).angle()
will return -PI / 4
(a negative eighth turn, or -45 degrees).
Illustration of the returned angle.
Equivalent to the result of @GlobalScope.atan2 when called with the vector's y and x as parameters: atan2(y, x)
.
float angle_to(to: Vector2) const π
Returns the angle to the given vector, in radians.
Illustration of the returned angle.
float angle_to_point(to: Vector2) const π
Returns the angle between the line connecting the two points and the X axis, in radians.
a.angle_to_point(b)
is equivalent of doing (b - a).angle()
.
Illustration of the returned angle.
Returns the aspect ratio of this vector, the ratio of x to y.
Vector2 bezier_derivative(control_1: Vector2, control_2: Vector2, end: Vector2, t: float) const π
Returns the derivative at the given t
on the BΓ©zier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector2 bezier_interpolate(control_1: Vector2, control_2: Vector2, end: Vector2, t: float) const π
Returns the point at the given t
on the BΓ©zier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector2 bounce(n: Vector2) const π
Returns the vector "bounced off" from a line defined by the given normal n
perpendicular to the line.
Note: bounce performs the operation that most engines and frameworks call reflect()
.
Returns a new vector with all components rounded up (towards positive infinity).
Vector2 clamp(min: Vector2, max: Vector2) const π
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
Vector2 clampf(min: float, max: float) const π
Returns a new vector with all components clamped between min
and max
, by running @GlobalScope.clamp on each component.
float cross(with: Vector2) const π
Returns the 2D analog of the cross product for this vector and with
.
This is the signed area of the parallelogram formed by the two vectors. If the second vector is clockwise from the first vector, then the cross product is the positive area. If counter-clockwise, the cross product is the negative area. If the two vectors are parallel this returns zero, making it useful for testing if two vectors are parallel.
Note: Cross product is not defined in 2D mathematically. This method embeds the 2D vectors in the XY plane of 3D space and uses their cross product's Z component as the analog.
Vector2 cubic_interpolate(b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float) const π
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
Vector2 cubic_interpolate_in_time(b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float, b_t: float, pre_a_t: float, post_b_t: float) const π
Performs a cubic interpolation between this vector and b
using pre_a
and post_b
as handles, and returns the result at position weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
It can perform smoother interpolation than cubic_interpolate by the time values.
Vector2 direction_to(to: Vector2) const π
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to(to: Vector2) const π
Returns the squared distance between this vector and to
.
This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.
float distance_to(to: Vector2) const π
Returns the distance between this vector and to
.
float dot(with: Vector2) const π
Returns the dot product of this vector and with
. 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.
The dot product will be 0
for a right angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
When using unit (normalized) vectors, the result will always be between -1.0
(180 degree angle) when the vectors are facing opposite directions, and 1.0
(0 degree angle) when the vectors are aligned.
Note: a.dot(b)
is equivalent to b.dot(a)
.
Returns a new vector with all components rounded down (towards negative infinity).
Vector2 from_angle(angle: float) static π
Creates a unit Vector2 rotated to the given angle
in radians. This is equivalent to doing Vector2(cos(angle), sin(angle))
or Vector2.RIGHT.rotated(angle)
.
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).
bool is_equal_approx(to: Vector2) const π
Returns true
if this vector and to
are approximately equal, by running @GlobalScope.is_equal_approx on each component.
Returns true
if this vector is finite, by calling @GlobalScope.is_finite on each component.
bool is_normalized() const π
Returns true
if the vector is normalized, i.e. its length is approximately equal to 1.
bool is_zero_approx() const π
Returns true
if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.
This method is faster than using is_equal_approx with one value as a zero vector.
Returns the length (magnitude) of this vector.
float length_squared() const π
Returns the squared length (squared magnitude) of this vector.
This method runs faster than length, so prefer it if you need to compare vectors or need the squared distance for some formula.
Vector2 lerp(to: Vector2, weight: float) const π
Returns the result of the linear interpolation between this vector and to
by amount weight
. weight
is on the range of 0.0
to 1.0
, representing the amount of interpolation.
Vector2 limit_length(length: float = 1.0) const π
Returns the vector with a maximum length by limiting its length to length
.
Vector2 max(with: Vector2) const π
Returns the component-wise maximum of this and with
, equivalent to Vector2(maxf(x, with.x), maxf(y, with.y))
.
int max_axis_index() const π
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
Vector2 maxf(with: float) const π
Returns the component-wise maximum of this and with
, equivalent to Vector2(maxf(x, with), maxf(y, with))
.
Vector2 min(with: Vector2) const π
Returns the component-wise minimum of this and with
, equivalent to Vector2(minf(x, with.x), minf(y, with.y))
.
int min_axis_index() const π
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_Y.
Vector2 minf(with: float) const π
Returns the component-wise minimum of this and with
, equivalent to Vector2(minf(x, with), minf(y, with))
.
Vector2 move_toward(to: Vector2, delta: float) const π
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Vector2 normalized() const π
Returns the result of scaling the vector to unit length. Equivalent to v / v.length()
. Returns (0, 0)
if v.length() == 0
. See also is_normalized.
Note: This function may return incorrect values if the input vector length is near zero.
Vector2 orthogonal() const π
Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
Vector2 posmod(mod: float) const π
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod
.
Vector2 posmodv(modv: Vector2) const π
Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv
's components.
Vector2 project(b: Vector2) const π
Returns a new vector resulting from projecting this vector onto the given vector b
. The resulting new vector is parallel to b
. See also slide.
Note: If the vector b
is a zero vector, the components of the resulting new vector will be @GDScript.NAN.
Vector2 reflect(line: Vector2) const π
Returns the result of reflecting the vector from a line defined by the given direction vector line
.
Note: reflect differs from what other engines and frameworks call reflect()
. In other engines, reflect()
takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. See also bounce which does what most engines call reflect()
.
Vector2 rotated(angle: float) const π
Returns the result of rotating this vector by angle
(in radians). See also @GlobalScope.deg_to_rad.
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Returns a new vector with each component set to 1.0
if it's positive, -1.0
if it's negative, and 0.0
if it's zero. The result is identical to calling @GlobalScope.sign on each component.
Vector2 slerp(to: Vector2, weight: float) const π
Returns the result of spherical linear interpolation between this vector and to
, by amount weight
. weight
is on the range of 0.0 to 1.0, representing the amount of interpolation.
This method also handles interpolating the lengths if the input vectors have different lengths. For the special case of one or both input vectors having zero length, this method behaves like lerp.
Vector2 slide(n: Vector2) const π
Returns a new vector resulting from sliding this vector along a line with normal n
. The resulting new vector is perpendicular to n
, and is equivalent to this vector minus its projection on n
. See also project.
Note: The vector n
must be normalized. See also normalized.
Vector2 snapped(step: Vector2) const π
Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step
. This can also be used to round the components to an arbitrary number of decimals.
Vector2 snappedf(step: float) const π
Returns a new vector with each component snapped to the nearest multiple of step
. This can also be used to round the components to an arbitrary number of decimals.
Operator DescriptionsΒΆ
bool operator !=(right: Vector2) π
Returns true
if the vectors are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
Vector2 operator *(right: Transform2D) π
Inversely transforms (multiplies) the Vector2 by the given Transform2D transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
vector * transform
is equivalent to transform.inverse() * vector
. See Transform2D.inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector
can be used instead. See Transform2D.affine_inverse.
Vector2 operator *(right: Vector2) π
Multiplies each component of the Vector2 by the components of the given Vector2.
print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)"
Vector2 operator *(right: float) π
Multiplies each component of the Vector2 by the given float.
Vector2 operator *(right: int) π
Multiplies each component of the Vector2 by the given int.
Vector2 operator +(right: Vector2) π
Adds each component of the Vector2 by the components of the given Vector2.
print(Vector2(10, 20) + Vector2(3, 4)) # Prints "(13, 24)"
Vector2 operator -(right: Vector2) π
Subtracts each component of the Vector2 by the components of the given Vector2.
print(Vector2(10, 20) - Vector2(3, 4)) # Prints "(7, 16)"
Vector2 operator /(right: Vector2) π
Divides each component of the Vector2 by the components of the given Vector2.
print(Vector2(10, 20) / Vector2(2, 5)) # Prints "(5, 4)"
Vector2 operator /(right: float) π
Divides each component of the Vector2 by the given float.
Vector2 operator /(right: int) π
Divides each component of the Vector2 by the given int.
bool operator <(right: Vector2) π
Compares two Vector2 vectors by first checking if the X value of the left vector is less than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator <=(right: Vector2) π
Compares two Vector2 vectors by first checking if the X value of the left vector is less than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator ==(right: Vector2) π
Returns true
if the vectors are exactly equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >(right: Vector2) π
Compares two Vector2 vectors by first checking if the X value of the left vector is greater than the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
bool operator >=(right: Vector2) π
Compares two Vector2 vectors by first checking if the X value of the left vector is greater than or equal to the X value of the right
vector. If the X values are exactly equal, then it repeats this check with the Y values of the two vectors. This operator is useful for sorting vectors.
Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.
float operator [](index: int) π
Access vector components using their index
. v[0]
is equivalent to v.x
, and v[1]
is equivalent to v.y
.
Vector2 operator unary+() π
Returns the same value as if the +
was not there. Unary +
does nothing, but sometimes it can make your code more readable.
Vector2 operator unary-() π
Returns the negative value of the Vector2. This is the same as writing Vector2(-v.x, -v.y)
. This operation flips the direction of the vector while keeping the same magnitude. With floats, the number zero can be either positive or negative.