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
.
Tutorials¶
Properties¶
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Constructors¶
Vector2 ( ) |
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Methods¶
abs ( ) const |
|
angle ( ) const |
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angle_to_point ( Vector2 to ) const |
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aspect ( ) 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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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_normalized ( ) 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
Default |
|
The vector's X component. Also accessible by using the index position [0]
.
float y
Default |
|
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
.
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
.
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)
.
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.
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.
Returns the 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).
Returns a new vector with all components clamped between the components of min
and max
, by running @GlobalScope.clamp on each component.
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.
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 to
. This is equivalent to using (b - a).normalized()
.
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.
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)
.
Vector2 floor ( ) const
Returns a new 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.
float length ( ) const
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
.
int max_axis_index ( ) const
Returns the axis of the vector's highest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_X.
int min_axis_index ( ) const
Returns the axis of the vector's lowest value. See AXIS_*
constants. If all components are equal, this method returns AXIS_Y.
Returns a new vector moved toward to
by the fixed delta
amount. Will not go past the final value.
Vector2 normalized ( ) const
Returns the vector scaled to unit length. Equivalent to v / v.length()
.
Vector2 orthogonal ( ) const
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 this vector projected onto the vector b
.
Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector n
.
Returns the vector rotated by angle
(in radians). See also @GlobalScope.deg2rad.
Vector2 round ( ) const
Returns a new vector with all components rounded to the nearest integer, with halfway cases rounded away from zero.
Vector2 sign ( ) const
Returns a new 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.
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.
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.
Operator Descriptions¶
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.
Vector2 operator * ( Transform2D right )
Inversely transforms (multiplies) the Vector2
by the given Transform2D transformation matrix.
Multiplies each component of the Vector2
by the components of the given Vector2
.
print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)"
Multiplies each component of the Vector2
by the given float.
Multiplies each component of the Vector2
by the given int.
Adds each component of the Vector2
by the components of the given Vector2
.
print(Vector2(10, 20) + Vector2(3, 4)) # Prints "(13, 24)"
Subtracts each component of the Vector2
by the components of the given Vector2
.
print(Vector2(10, 20) - Vector2(3, 4)) # Prints "(7, 16)"
Divides each component of the Vector2
by the components of the given Vector2
.
print(Vector2(10, 20) / Vector2(2, 5)) # Prints "(5, 4)"
Divides each component of the Vector2
by the given float.
Divides each component of the Vector2
by the given int.
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.
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.
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.
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.
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.
Access vector components using their index. v[0]
is equivalent to v.x
, and v[1]
is equivalent to v.y
.
Vector2 operator unary+ ( )
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- ( )
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.