#[repr(C)]
pub struct Vector2 { pub x: f32, pub y: f32, }
Expand description

2D vector class.

See also Vector2 in the Godot API doc.

Fields

x: f32y: f32

Implementations

Helper methods for Vector2.

See the official Godot documentation.

The zero vector.

A vector with all components set to 1. Typically used for scaling.

A vector with all components set to +infinity.

Unit vector in -X direction.

Unit vector in +X direction.

Unit vector in -Y direction (the Y axis points down in 2D).

Unit vector in +Y direction (the Y axis points down in 2D).

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.

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

Returns the normalized vector pointing from this vector to other.

Returns the squared distance to other.

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 to other.

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.

Returns true if the vector is normalized, and false otherwise.

Returns the length (magnitude) of this vector.

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.

Returns self moved towards to by the distance delta, clamped by to.

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 rem.

Returns a vector composed of the @GDScript.fposmod of this vector’s components and remv 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 angle radians.

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 the component of the vector along a plane defined by the given normal.

Returns the vector snapped to a grid with the given size.

Returns a perpendicular vector.

Trait Implementations

The resulting type after applying the + operator.
Performs the + operation. Read more
Performs the += operation. Read more
Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Returns the “default value” for a type. Read more
Deserialize this value from the given Serde deserializer. Read more
The resulting type after applying the / operator.
Performs the / operation. Read more
The resulting type after applying the / operator.
Performs the / operation. Read more
Performs the /= operation. Read more
Performs the /= operation. Read more
A type-specific hint type that is valid for the type being exported. Read more
Returns ExportInfo given an optional typed hint.
The resulting type after applying the * operator.
Performs the * operation. Read more
The resulting type after applying the * operator.
Performs the * operation. Read more
Performs the *= operation. Read more
Performs the *= operation. Read more
The resulting type after applying the - operator.
Performs the unary - operation. Read more
This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more
Serialize this value into the given Serde serializer. Read more
The resulting type after applying the - operator.
Performs the - operation. Read more
Performs the -= operation. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.