Vector2

Vector used for 2D math using floating point coordinates.

Description

2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.

It uses floating-point coordinates. 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.

Properties

float

x

0.0

float

y

0.0

Methods

Vector2

Vector2 ( ) constructor

Vector2

Vector2 ( Vector2 from ) constructor

Vector2

Vector2 ( Vector2i from ) constructor

Vector2

Vector2 ( float x, float y ) constructor

Vector2

abs ( ) const

float

angle ( ) const

float

angle_to ( Vector2 to ) const

float

angle_to_point ( Vector2 to ) const

float

aspect ( ) const

Vector2

bounce ( Vector2 n ) const

Vector2

ceil ( ) const

Vector2

clamp ( Vector2 min, Vector2 max ) const

float

cross ( Vector2 with ) const

Vector2

cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) const

Vector2

direction_to ( Vector2 b ) const

float

distance_squared_to ( Vector2 to ) const

float

distance_to ( Vector2 to ) const

float

dot ( Vector2 with ) const

Vector2

floor ( ) const

Vector2

from_angle ( float angle ) static

bool

is_equal_approx ( Vector2 to ) const

bool

is_normalized ( ) const

float

length ( ) const

float

length_squared ( ) const

Vector2

lerp ( Vector2 to, float weight ) const

Vector2

limit_length ( float length=1.0 ) const

Vector2

move_toward ( Vector2 to, float delta ) const

Vector2

normalized ( ) const

bool

operator != ( ) operator

bool

operator != ( Vector2 right ) operator

Vector2

operator * ( Vector2 right ) operator

Vector2

operator * ( Transform2D right ) operator

Vector2

operator * ( float right ) operator

Vector2

operator * ( int right ) operator

Vector2

operator + ( Vector2 right ) operator

Vector2

operator - ( Vector2 right ) operator

Vector2

operator / ( Vector2 right ) operator

Vector2

operator / ( float right ) operator

Vector2

operator / ( int right ) operator

bool

operator < ( Vector2 right ) operator

bool

operator <= ( Vector2 right ) operator

bool

operator == ( ) operator

bool

operator == ( Vector2 right ) operator

bool

operator > ( Vector2 right ) operator

bool

operator >= ( Vector2 right ) operator

float

operator [] ( int index ) operator

Vector2

operator unary+ ( ) operator

Vector2

operator unary- ( ) operator

Vector2

orthogonal ( ) const

Vector2

posmod ( float mod ) const

Vector2

posmodv ( Vector2 modv ) const

Vector2

project ( Vector2 b ) const

Vector2

reflect ( Vector2 n ) const

Vector2

rotated ( float phi ) const

Vector2

round ( ) const

Vector2

sign ( ) const

Vector2

slerp ( Vector2 to, float weight ) const

Vector2

slide ( Vector2 n ) const

Vector2

snapped ( Vector2 step ) const

Constants

  • AXIS_X = 0 --- Enumerated value for the X axis.

  • AXIS_Y = 1 --- Enumerated value for the Y axis.

  • 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

Default

0.0

The vector's X component. Also accessible by using the index position [0].


Default

0.0

The vector's Y component. Also accessible by using the index position [1].

Method Descriptions

Constructs a default-initialized Vector2 with all components set to 0.


Constructs a Vector2 as a copy of the given Vector2.


Constructs a new Vector2 from Vector2i.


Constructs a new Vector2 from the given x and y.


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).


Returns the angle to the given vector, in radians.

Illustration of the returned angle.


Returns the angle between the line connecting the two points and the X axis, in radians.

Illustration of the returned angle.


Returns the aspect ratio of this vector, the ratio of x to y.


Returns the vector "bounced off" from a plane defined by the given normal.


Returns the vector with all components rounded up (towards positive infinity).


Returns a new vector with all components clamped between the components of min and max, by running @GlobalScope.clamp on each component.


Returns the cross product of this vector and with.


Cubically interpolates 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.


Returns the normalized vector pointing from this vector to b. This is equivalent to using (b - a).normalized().


Returns the squared distance between this vector and b.

This method runs faster than distance_to, so prefer it if you need to compare vectors or need the squared distance for some formula.


Returns the distance between this vector and to.


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 straight 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 the vector with all components rounded down (towards negative infinity).


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).

Returns true if this vector and v are approximately equal, by running @GlobalScope.is_equal_approx on each component.


  • bool is_normalized ( ) const

Returns true if the vector is normalized, false otherwise.


Returns the length (magnitude) of this vector.


  • float length_squared ( ) const

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.


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.


Returns the vector with a maximum length by limiting its length to length.


Moves the vector toward to by the fixed delta amount.


Returns the vector scaled to unit length. Equivalent to v / v.length().


  • bool operator != ( ) operator














  • bool operator == ( ) operator





  • float operator [] ( int index ) operator


  • Vector2 operator unary+ ( ) operator


  • Vector2 operator unary- ( ) operator


Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.


Returns a vector composed of the @GlobalScope.fposmod of this vector's components and mod.


Returns a vector composed of the @GlobalScope.fposmod of this vector's components and modv's components.


Returns the vector projected onto the vector b.


Returns the vector reflected from a plane defined by the given normal.


Returns the vector rotated by phi radians. See also @GlobalScope.deg2rad.


Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.


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 @GlobalScope.sign on each component.


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.

Note: Both vectors must be normalized.


Returns this vector slid along a plane defined by the given normal.


Returns this vector with each component snapped to the nearest multiple of step. This can also be used to round to an arbitrary number of decimals.