class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS Vector2
A 2D vector using floating point coordinates.

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.

Vector2 Vector2<>():Vector2

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

Vector2 Vector2<>( Vector2 from=, from:Vector2=, ):Vector2

Constructs a Vector2 as a copy of the given Vector2.

Vector2 Vector2<>( Vector2i from=, from:Vector2i=, ):Vector2

Constructs a new Vector2 from Vector2i.

Vector2 Vector2<>( float x=, x:float=, float y=, y:float=, ):Vector2

Constructs a new Vector2 from the given x and y.

bool operator !=<>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

Vector2 operator *<>( Transform2D right=, right:Transform2D=, ):Vector2

Inversely transforms (multiplies) the Vector2 by the given Transform2D transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).

vector * transform is equivalent to transform.inverse() * vector. See Transform2D.inverse.

For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * vector can be used instead. See Transform2D.affine_inverse.

Vector2 operator *<>( Vector2 right=, right:Vector2=, ):Vector2

Multiplies each component of the Vector2 by the components of the given Vector2.

print(Vector2(10, 20) * Vector2(3, 4)) # Prints "(30, 80)"
Vector2 operator *<>( float right=, right:float=, ):Vector2

Multiplies each component of the Vector2 by the given float.

Vector2 operator *<>( int right=, right:int=, ):Vector2

Multiplies each component of the Vector2 by the given int.

Vector2 operator +<>( Vector2 right=, right:Vector2=, ):Vector2

Adds each component of the Vector2 by the components of the given Vector2.

print(Vector2(10, 20) + Vector2(3, 4)) # Prints "(13, 24)"
Vector2 operator -<>( Vector2 right=, right:Vector2=, ):Vector2

Subtracts each component of the Vector2 by the components of the given Vector2.

print(Vector2(10, 20) - Vector2(3, 4)) # Prints "(7, 16)"
Vector2 operator /<>( Vector2 right=, right:Vector2=, ):Vector2

Divides each component of the Vector2 by the components of the given Vector2.

print(Vector2(10, 20) / Vector2(2, 5)) # Prints "(5, 4)"
Vector2 operator /<>( float right=, right:float=, ):Vector2

Divides each component of the Vector2 by the given float.

Vector2 operator /<>( int right=, right:int=, ):Vector2

Divides each component of the Vector2 by the given int.

bool operator <<>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

bool operator <=<>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

bool operator ==<>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

bool operator ><>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

bool operator >=<>( Vector2 right=, right:Vector2=, ):bool

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.

Note: Vectors with @GDScript.NAN elements don't behave the same as other vectors. Therefore, the results from this operator may not be accurate if NaNs are included.

float operator []<>( int index=, index:int=, ):float

Access vector components using their index. v[0] is equivalent to v.x, and v[1] is equivalent to v.y.

Vector2 operator unary+<>():Vector2

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-<>():Vector2

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.

float x<>():float

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

float y<>():float

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

Vector2 abs<>():Vector2

Returns a new vector with all components in absolute values (i.e. positive).

float angle<>():float

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=, to:Vector2=, ):float

Returns the angle to the given vector, in radians.

Illustration of the returned angle.

float angle_to_point<>( Vector2 to=, to:Vector2=, ):float

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<>():float

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

Vector2 bezier_derivative<>( Vector2 control_1=, control_1:Vector2=, Vector2 control_2=, control_2:Vector2=, Vector2 end=, end:Vector2=, float t=, t:float=, ):Vector2

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=, control_1:Vector2=, Vector2 control_2=, control_2:Vector2=, Vector2 end=, end:Vector2=, float t=, t:float=, ):Vector2

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=, n:Vector2=, ):Vector2

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

Vector2 ceil<>():Vector2

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

Vector2 clamp<>( Vector2 min=, min:Vector2=, Vector2 max=, max:Vector2=, ):Vector2

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=, with:Vector2=, ):float

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=, b:Vector2=, Vector2 pre_a=, pre_a:Vector2=, Vector2 post_b=, post_b:Vector2=, float weight=, weight:float=, ):Vector2

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=, b:Vector2=, Vector2 pre_a=, pre_a:Vector2=, Vector2 post_b=, post_b:Vector2=, float weight=, weight:float=, float b_t=, b_t:float=, float pre_a_t=, pre_a_t:float=, float post_b_t=, post_b_t:float=, ):Vector2

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=, to:Vector2=, ):Vector2

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

float distance_squared_to<>( Vector2 to=, to:Vector2=, ):float

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=, to:Vector2=, ):float

Returns the distance between this vector and to.

float dot<>( Vector2 with=, with:Vector2=, ):float

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<>():Vector2

Returns a new vector with all components rounded down (towards negative infinity).

Vector2 from_angle<>( float angle=, angle:float=, ):Vector2

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).
bool is_equal_approx<>( Vector2 to=, to:Vector2=, ):bool

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

bool is_finite<>():bool

Returns true if this vector is finite, by calling @GlobalScope.is_finite on each component.

bool is_normalized<>():bool

Returns true if the vector is normalized, i.e. its length is approximately equal to 1.

bool is_zero_approx<>():bool

Returns true if this vector's values are approximately zero, by running @GlobalScope.is_zero_approx on each component.

This method is faster than using is_equal_approx with one value as a zero vector.

float length<>():float

Returns the length (magnitude) of this vector.

float length_squared<>():float

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.

Vector2 lerp<>( Vector2 to=, to:Vector2=, float weight=, weight:float=, ):Vector2

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.

Vector2 limit_length<>( float length=1.0, length:float=1.0, ):Vector2

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

int max_axis_index<>():int

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<>():int

Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal, this method returns AXIS_Y.

Vector2 move_toward<>( Vector2 to=, to:Vector2=, float delta=, delta:float=, ):Vector2

Returns a new vector moved toward to by the fixed delta amount. Will not go past the final value.

Vector2 normalized<>():Vector2

Returns the result of scaling the vector to unit length. Equivalent to v / v.length(). See also is_normalized.

Note: This function may return incorrect values if the input vector length is near zero.

Vector2 orthogonal<>():Vector2

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

Vector2 posmod<>( float mod=, mod:float=, ):Vector2

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

Vector2 posmodv<>( Vector2 modv=, modv:Vector2=, ):Vector2

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

Vector2 project<>( Vector2 b=, b:Vector2=, ):Vector2

Returns the result of projecting the vector onto the given vector b.

Vector2 reflect<>( Vector2 n=, n:Vector2=, ):Vector2

Returns the result of reflecting the vector from a line defined by the given direction vector n.

Vector2 rotated<>( float angle=, angle:float=, ):Vector2

Returns the result of rotating this vector by angle (in radians). See also @GlobalScope.deg_to_rad.

Vector2 round<>():Vector2

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

Vector2 sign<>():Vector2

Returns a new vector with each component set to 1.0 if it's positive, -1.0 if it's negative, and 0.0 if it's zero. The result is identical to calling @GlobalScope.sign on each component.

Vector2 slerp<>( Vector2 to=, to:Vector2=, float weight=, weight:float=, ):Vector2

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.

Vector2 slide<>( Vector2 n=, n:Vector2=, ):Vector2

Returns the result of sliding the vector along a plane defined by the given normal.

Vector2 snapped<>( Vector2 step=, step:Vector2=, ):Vector2

Returns a new vector with each component snapped to the nearest multiple of the corresponding component in step. This can also be used to round the components to an arbitrary number of decimals.




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