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.
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Vector2¶
A 2D vector using floating point coordinates.
Description¶
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
.
Tutorials¶
Properties¶
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Constructors¶
Vector2 ( ) |
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Methods¶
abs ( ) const |
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angle ( ) const |
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angle_to_point ( Vector2 to ) const |
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aspect ( ) const |
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bezier_derivative ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const |
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bezier_interpolate ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const |
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ceil ( ) const |
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cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) const |
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cubic_interpolate_in_time ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight, float b_t, float pre_a_t, float post_b_t ) const |
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direction_to ( Vector2 to ) const |
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distance_squared_to ( Vector2 to ) const |
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distance_to ( Vector2 to ) const |
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floor ( ) const |
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from_angle ( float angle ) static |
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is_equal_approx ( Vector2 to ) 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 ( float length=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 ( Vector2 to, float delta ) 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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Operators¶
operator != ( Vector2 right ) |
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operator * ( Transform2D right ) |
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operator * ( Vector2 right ) |
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operator * ( float right ) |
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operator * ( int right ) |
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operator + ( Vector2 right ) |
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operator - ( Vector2 right ) |
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operator / ( Vector2 right ) |
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operator / ( float right ) |
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operator / ( int right ) |
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operator < ( Vector2 right ) |
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operator <= ( Vector2 right ) |
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operator == ( Vector2 right ) |
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operator > ( Vector2 right ) |
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operator >= ( Vector2 right ) |
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operator [] ( int index ) |
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operator unary+ ( ) |
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operator unary- ( ) |
Constants¶
AXIS_X = 0
Enumerated value for the X axis. Returned by max_axis_index and min_axis_index.
AXIS_Y = 1
Enumerated value for the Y axis. Returned by max_axis_index and min_axis_index.
ZERO = Vector2(0, 0)
Zero vector, a vector with all components set to 0
.
ONE = Vector2(1, 1)
One vector, a vector with all components set to 1
.
INF = Vector2(inf, inf)
Infinity vector, a vector with all components set to @GDScript.INF.
LEFT = Vector2(-1, 0)
Left unit vector. Represents the direction of left.
RIGHT = Vector2(1, 0)
Right unit vector. Represents the direction of right.
UP = Vector2(0, -1)
Up unit vector. Y is down in 2D, so this vector points -Y.
DOWN = Vector2(0, 1)
Down unit vector. Y is down in 2D, so this vector points +Y.
Property Descriptions¶
float x = 0.0
The vector's X component. Also accessible by using the index position [0]
.
float y = 0.0
The vector's Y component. Also accessible by using the index position [1]
.
Constructor Descriptions¶
Vector2 Vector2 ( )
Constructs a default-initialized Vector2 with all components set to 0
.
Vector2 Vector2 ( Vector2 from )
Constructs a Vector2 as a copy of the given Vector2.
Vector2 Vector2 ( Vector2i from )
Constructs a new Vector2 from Vector2i.
Vector2 Vector2 ( float x, float y )
Constructs a new Vector2 from the given x
and y
.
Method Descriptions¶
Vector2 abs ( ) const
Returns a new vector with all components in absolute values (i.e. positive).
float angle ( ) const
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 ( Vector2 to ) const
Returns the angle to the given vector, in radians.
Illustration of the returned angle.
float angle_to_point ( Vector2 to ) const
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.
float aspect ( ) const
Returns the aspect ratio of this vector, the ratio of x to y.
Vector2 bezier_derivative ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const
Returns the derivative at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector2 bezier_interpolate ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const
Returns the point at the given t
on the Bézier curve defined by this vector and the given control_1
, control_2
, and end
points.
Vector2 bounce ( Vector2 n ) const
Returns a new vector "bounced off" from a plane defined by the given normal.
Vector2 ceil ( ) const
Returns a new vector with all components rounded up (towards positive infinity).
Vector2 clamp ( Vector2 min, Vector2 max ) const
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
float cross ( Vector2 with ) const
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.
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 ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) const
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 ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight, float b_t, float pre_a_t, float post_b_t ) const
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 ( Vector2 to ) const
Returns the normalized vector pointing from this vector to to
. This is equivalent to using (b - a).normalized()
.
float distance_squared_to ( Vector2 to ) const
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 ( Vector2 to ) const
Returns the distance between this vector and to
.