Vector2

Vector used for 2D math.

Description

2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.

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

floatx0.0
floaty0.0

Methods

Vector2Vector2 ( float x, float y )
Vector2abs ( )
floatangle ( )
floatangle_to ( Vector2 to )
floatangle_to_point ( Vector2 to )
floataspect ( )
Vector2bounce ( Vector2 n )
Vector2ceil ( )
Vector2clamped ( float length )
floatcross ( Vector2 with )
Vector2cubic_interpolate ( Vector2 b, Vector2 pre_a, Vector2 post_b, float t )
Vector2direction_to ( Vector2 b )
floatdistance_squared_to ( Vector2 to )
floatdistance_to ( Vector2 to )
floatdot ( Vector2 with )
Vector2floor ( )
boolis_equal_approx ( Vector2 v )
boolis_normalized ( )
floatlength ( )
floatlength_squared ( )
Vector2linear_interpolate ( Vector2 b, float t )
Vector2move_toward ( Vector2 to, float delta )
Vector2normalized ( )
Vector2posmod ( float mod )
Vector2posmodv ( Vector2 modv )
Vector2project ( Vector2 b )
Vector2reflect ( Vector2 n )
Vector2rotated ( float phi )
Vector2round ( )
Vector2sign ( )
Vector2slerp ( Vector2 b, float t )
Vector2slide ( Vector2 n )
Vector2snapped ( Vector2 by )
Vector2tangent ( )

Constants

  • AXIS_X = 0 —- Enumerated value for the X axis.
  • AXIS_Y = 1 —- Enumerated value for the Y axis.
  • 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

Default0.0

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


Default0.0

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

Method Descriptions

Constructs a new Vector2 from the given x and y.


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


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).

Equivalent to the result of @GDScript.atan2 when called with the vector’s y and x as parameters: atan2(y, x).


Returns the angle to the given vector, in radians.


Returns the angle between the line connecting the two points and the X axis, in radians.


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.


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


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


Returns the cross product of this vector and with.


Cubically interpolates between this vector and b using pre_a and post_b as handles, and returns the result at position t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.


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


Returns the squared distance between this vector and b.

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).


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


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


  • bool is_normalized ( )

Returns true if the vector is normalized, false otherwise.


Returns the length (magnitude) of this vector.


  • float length_squared ( )

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 b by amount t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.


Moves the vector toward to by the fixed delta amount.


Returns the vector scaled to unit length. Equivalent to v / v.length().


Returns a vector composed of the @GDScript.fposmod of this vector’s components and mod.


Returns a vector composed of the @GDScript.fposmod of this vector’s components and modv‘s components.


Returns the vector projected onto the vector b.


Returns the vector reflected from a plane defined by the given normal.


Returns the vector rotated by phi radians. See also @GDScript.deg2rad.


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


Returns the 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 @GDScript.sign on each component.


Returns the result of spherical linear interpolation between this vector and b, by amount t. t is on the range of 0.0 to 1.0, representing the amount of interpolation.

Note: Both vectors must be normalized.


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.


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