A Visual Script node used to call built-in functions.
A built-in function used inside a VisualScript. It is usually a math function or an utility function.
See also @GDScript, for the same functions in the GDScript language.
MATH_SIN = 0 --- Return the sine of the input.
MATH_COS = 1 --- Return the cosine of the input.
MATH_TAN = 2 --- Return the tangent of the input.
MATH_SINH = 3 --- Return the hyperbolic sine of the input.
MATH_COSH = 4 --- Return the hyperbolic cosine of the input.
MATH_TANH = 5 --- Return the hyperbolic tangent of the input.
MATH_ASIN = 6 --- Return the arc sine of the input.
MATH_ACOS = 7 --- Return the arc cosine of the input.
MATH_ATAN = 8 --- Return the arc tangent of the input.
MATH_ATAN2 = 9 --- Return the arc tangent of the input, using the signs of both parameters to determine the exact angle.
MATH_SQRT = 10 --- Return the square root of the input.
MATH_FMOD = 11 --- Return the remainder of one input divided by the other, using floating-point numbers.
MATH_FPOSMOD = 12 --- Return the positive remainder of one input divided by the other, using floating-point numbers.
MATH_FLOOR = 13 --- Return the input rounded down.
MATH_CEIL = 14 --- Return the input rounded up.
MATH_ROUND = 15 --- Return the input rounded to the nearest integer.
MATH_ABS = 16 --- Return the absolute value of the input.
MATH_SIGN = 17 --- Return the sign of the input, turning it into 1, -1, or 0. Useful to determine if the input is positive or negative.
MATH_POW = 18 --- Return the input raised to a given power.
MATH_LOG = 19 --- Return the natural logarithm of the input. Note that this is not the typical base-10 logarithm function calculators use.
MATH_EXP = 20 --- Return the mathematical constant e raised to the specified power of the input. e has an approximate value of 2.71828.
MATH_ISNAN = 21 --- Return whether the input is NaN (Not a Number) or not. NaN is usually produced by dividing 0 by 0, though other ways exist.
MATH_ISINF = 22 --- Return whether the input is an infinite floating-point number or not. Infinity is usually produced by dividing a number by 0, though other ways exist.
MATH_EASE = 23 --- Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.
MATH_DECIMALS = 24 --- Return the number of digit places after the decimal that the first non-zero digit occurs.
MATH_STEPIFY = 25 --- Return the input snapped to a given step.
MATH_LERP = 26 --- Return a number linearly interpolated between the first two inputs, based on the third input. Uses the formula
a + (a - b) * t.
MATH_INVERSE_LERP = 27
MATH_RANGE_LERP = 28
MATH_MOVE_TOWARD = 29 --- Moves the number toward a value, based on the third input.
MATH_DECTIME = 30 --- Return the result of
MATH_RANDOMIZE = 31 --- Randomize the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
MATH_RAND = 32 --- Return a random 32 bits integer value. To obtain a random value between 0 to N (where N is smaller than 2^32 - 1), you can use it with the remainder function.
MATH_RANDF = 33 --- Return a random floating-point value between 0 and 1. To obtain a random value between 0 to N, you can use it with multiplication.
MATH_RANDOM = 34 --- Return a random floating-point value between the two inputs.
MATH_SEED = 35 --- Set the seed for the random number generator.
MATH_RANDSEED = 36 --- Return a random value from the given seed, along with the new seed.
MATH_DEG2RAD = 37 --- Convert the input from degrees to radians.
MATH_RAD2DEG = 38 --- Convert the input from radians to degrees.
MATH_LINEAR2DB = 39 --- Convert the input from linear volume to decibel volume.
MATH_DB2LINEAR = 40 --- Convert the input from decibel volume to linear volume.
MATH_POLAR2CARTESIAN = 41 --- Converts a 2D point expressed in the polar coordinate system (a distance from the origin
rand an angle
th) to the cartesian coordinate system (X and Y axis).
MATH_CARTESIAN2POLAR = 42 --- Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle).
MATH_WRAP = 43
MATH_WRAPF = 44
LOGIC_MAX = 45 --- Return the greater of the two numbers, also known as their maximum.
LOGIC_MIN = 46 --- Return the lesser of the two numbers, also known as their minimum.
LOGIC_CLAMP = 47 --- Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to
min(max(input, range_low), range_high).
LOGIC_NEAREST_PO2 = 48 --- Return the nearest power of 2 to the input.
OBJ_WEAKREF = 49 --- Create a WeakRef from the input.
FUNC_FUNCREF = 50 --- Create a FuncRef from the input.
TYPE_CONVERT = 51 --- Convert between types.
TYPE_OF = 52 --- Return the type of the input as an integer. Check Variant.Type for the integers that might be returned.
TYPE_EXISTS = 53 --- Checks if a type is registered in the ClassDB.
TEXT_CHAR = 54 --- Return a character with the given ascii value.
TEXT_STR = 55 --- Convert the input to a string.
TEXT_PRINT = 56 --- Print the given string to the output window.
TEXT_PRINTERR = 57 --- Print the given string to the standard error output.
TEXT_PRINTRAW = 58 --- Print the given string to the standard output, without adding a newline.
VAR_TO_STR = 59 --- Serialize a Variant to a string.
COLORN = 63 --- Return the Color with the given name and alpha ranging from 0 to 1.
Note: Names are defined in
MATH_SMOOTHSTEP = 64 --- Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to MATH_LERP, but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula:
var t = clamp((weight - from) / (to - from), 0.0, 1.0) return t * t * (3.0 - 2.0 * t)
MATH_POSMOD = 65
MATH_LERP_ANGLE = 66
TEXT_ORD = 67
FUNC_MAX = 68 --- Represents the size of the BuiltinFunc enum.
The function to be executed.