Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
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¶
|
||
|
Constructors¶
Vector2 ( ) |
|
Methods¶
abs ( ) const |
|
angle ( ) const |
|
angle_to_point ( Vector2 to ) const |
|
aspect ( ) const |
|
bezier_derivative ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const |
|
bezier_interpolate ( Vector2 control_1, Vector2 control_2, Vector2 end, float t ) const |
|
ceil ( ) const |
|
cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float weight ) const |
|
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 |
|
direction_to ( Vector2 to ) const |
|
distance_squared_to ( Vector2 to ) const |
|
distance_to ( Vector2 to ) const |
|
floor ( ) const |
|
from_angle ( float angle ) static |
|
is_equal_approx ( Vector2 to ) const |
|
is_finite ( ) const |
|
is_normalized ( ) const |
|
is_zero_approx ( ) const |
|
length ( ) const |
|
length_squared ( ) const |
|
limit_length ( float length=1.0 ) const |
|
max_axis_index ( ) const |
|
min_axis_index ( ) const |
|
move_toward ( Vector2 to, float delta ) const |
|
normalized ( ) const |
|
orthogonal ( ) const |
|
round ( ) const |
|
sign ( ) const |
|
Operators¶
operator != ( Vector2 right ) |
|
operator * ( Transform2D right ) |
|
operator * ( Vector2 right ) |
|
operator * ( float right ) |
|
operator * ( int right ) |
|
operator + ( Vector2 right ) |
|
operator - ( Vector2 right ) |
|
operator / ( Vector2 right ) |
|
operator / ( float right ) |
|
operator / ( int right ) |
|
operator < ( Vector2 right ) |
|
operator <= ( Vector2 right ) |
|
operator == ( Vector2 right ) |
|
operator > ( Vector2 right ) |
|
operator >= ( Vector2 right ) |
|
operator [] ( int index ) |
|
operator unary+ ( ) |
|
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 ca