Vector2

A 2D vector using floating-point coordinates.

描述

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.

属性

构造函数

方法

Vector2abs ( ) const1
floatangle ( ) const1
floatangle_to ( to: Vector2 ) const1
floatangle_to_point ( to: Vector2 ) const1
floataspect ( ) const1
Vector2bezier_derivative ( control_1: Vector2, control_2: Vector2, end: Vector2, t: float ) const1
Vector2bezier_interpolate ( control_1: Vector2, control_2: Vector2, end: Vector2, t: float ) const1
Vector2bounce ( n: Vector2 ) const1
Vector2ceil ( ) const1
Vector2clamp ( min: Vector2, max: Vector2 ) const1
Vector2clampf ( min: float, max: float ) const1
floatcross ( with: Vector2 ) const1
Vector2cubic_interpolate ( b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float ) const1
Vector2cubic_interpolate_in_time ( b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1
Vector2direction_to ( to: Vector2 ) const1
floatdistance_squared_to ( to: Vector2 ) const1
floatdistance_to ( to: Vector2 ) const1
floatdot ( with: Vector2 ) const1
Vector2floor ( ) const1
Vector2from_angle ( angle: float ) static2
boolis_equal_approx ( to: Vector2 ) const1
boolis_finite ( ) const1
boolis_normalized ( ) const1
boolis_zero_approx ( ) const1
floatlength ( ) const1
floatlength_squared ( ) const1
Vector2lerp ( to: Vector2, weight: float ) const1
Vector2limit_length ( length: float = 1.0 ) const1
Vector2max ( with: Vector2 ) const1
intmax_axis_index ( ) const1
Vector2maxf ( with: float ) const1
Vector2min ( with: Vector2 ) const1
intmin_axis_index ( ) const1
Vector2minf ( with: float ) const1
Vector2move_toward ( to: Vector2, delta: float ) const1
Vector2normalized ( ) const1
Vector2orthogonal ( ) const1
Vector2posmod ( mod: float ) const1
Vector2posmodv ( modv: Vector2 ) const1
Vector2project ( b: Vector2 ) const1
Vector2reflect ( line: Vector2 ) const1
Vector2rotated ( angle: float ) const1
Vector2round ( ) const1
Vector2sign ( ) const1
Vector2slerp ( to: Vector2, weight: float ) const1
Vector2slide ( n: Vector2 ) const1
Vector2snapped ( step: Vector2 ) const1
Vector2snappedf ( step: float ) const1

运算符


常量

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.


属性说明

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].


构造函数说明

Vector2 Vector2 ( )

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


Vector2 Vector2 ( from: Vector2 )

Constructs a Vector2 as a copy of the given Vector2.


Vector2 Vector2 ( from: Vector2i )

Constructs a new Vector2 from Vector2i.


Vector2 Vector2 ( x: float, y: float )

Constructs a new Vector2 from the given x and y.


方法说明

Vector2 abs ( ) const1

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


float angle ( ) const1

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 ( to: Vector2 ) const1

Returns the angle to the given vector, in radians.

Illustration of the returned angle.


float angle_to_point ( to: Vector2 ) const1

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 ( ) const1

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


Vector2 bezier_derivative ( control_1: Vector2, control_2: Vector2, end: Vector2, t: float ) const1

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 ( control_1: Vector2, control_2: Vector2, end: Vector2, t: float ) const1

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 ( n: Vector2 ) const1

Returns the vector "bounced off" from a line defined by the given normal n perpendicular to the line.

Note: bounce performs the operation that most engines and frameworks call reflect().


Vector2 ceil ( ) const1

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


Vector2 clamp ( min: Vector2, max: Vector2 ) const1

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


Vector2 clampf ( min: float, max: float ) const1

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


float cross ( with: Vector2 ) const1

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. If the two vectors are parallel this returns zero, making it useful for testing if two vectors are parallel.

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 ( b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float ) const1

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 ( b: Vector2, pre_a: Vector2, post_b: Vector2, weight: float, b_t: float, pre_a_t: float, post_b_t: float ) const1

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 ( to: Vector2 ) const1

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


float distance_squared_to ( to: Vector2 ) const1

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 ( to: Vector2 ) const1

Returns the distance between this vector and to.


float dot ( with: Vector2 ) const1

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 right 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 ( ) const1

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


Vector2 from_angle ( angle: float ) static2

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 ( to: Vector2 ) const1

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


bool is_finite ( ) const1

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


bool is_normalized ( ) const1

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


bool is_zero_approx ( ) const1

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 ( ) const1

Returns the length (magnitude) of this vector.


float length_squared ( ) const1

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 ( to: Vector2, weight: float ) const1

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 ( length: float = 1.0 ) const1

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


Vector2 max ( with: Vector2 ) const1

Returns the component-wise maximum of this and with, equivalent to Vector2(maxf(x, with.x), maxf(y, with.y)).


int max_axis_index ( ) const1

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


Vector2 maxf ( with: float ) const1

Returns the component-wise maximum of this and with, equivalent to Vector2(maxf(x, with), maxf(y, with)).


Vector2 min ( with: Vector2 ) const1

Returns the component-wise minimum of this and with, equivalent to Vector2(minf(x, with.x), minf(y, with.y)).


int min_axis_index ( ) const1

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


Vector2 minf ( with: float ) const1

Returns the component-wise minimum of this and with, equivalent to Vector2(minf(x, with), minf(y, with)).


Vector2 move_toward ( to: Vector2, delta: float ) const1

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


Vector2 normalized ( ) const1

Returns the result of scaling the vector to unit length. Equivalent to v / v.length(). Returns (0, 0) if v.length() == 0. See also is_normalized.

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


Vector2 orthogonal ( ) const1

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


Vector2 posmod ( mod: float ) const1

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


Vector2 posmodv ( modv: Vector2 ) const1

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


Vector2 project ( b: Vector2 ) const1

Returns a new vector resulting from projecting this vector onto the given vector b. The resulting new vector is parallel to b. See also slide.

Note: If the vector b is a zero vector, the components of the resulting new vector will be @GDScript.NAN.


Vector2 reflect ( line: Vector2 ) const1

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

Note: reflect differs from what other engines and frameworks call reflect(). In other engines, reflect() takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. See also bounce which does what most engines call reflect().


Vector2 rotated ( angle: float ) const1

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


Vector2 round ( ) const1

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


Vector2 sign ( ) const1

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 ( to: Vector2, weight: float ) const1

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 ( n: Vector2 ) const1

Returns a new vector resulting from sliding this vector along a line with normal n. The resulting new vector is perpendicular to n, and is equivalent to this vector minus its projection on n. See also project.

Note: The vector n must be normalized. See also normalized.


Vector2 snapped ( step: Vector2 ) const1

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.


Vector2 snappedf ( step: float ) const1

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


运算符说明

bool operator != ( right: Vector2 )

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 *** ( right: Transform2D )

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 *** ( right: 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 *** ( right: float )

Multiplies each component of the Vector2 by the given float.


Vector2 **operator *** ( right: int )

Multiplies each component of the Vector2 by the given int.


Vector2 operator + ( right: 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 - ( right: 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 / ( right: 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 / ( right: float )

Divides each component of the Vector2 by the given float.


Vector2 operator / ( right: int )

Divides each component of the Vector2 by the given int.


bool operator < ( right: Vector2 )

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 <= ( right: Vector2 )

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 == ( right: Vector2 )

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 > ( right: Vector2 )

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 >= ( right: Vector2 )

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 [] ( index: int )

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.

3

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

4

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

5

本方法用于构造某个类型。

2

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。