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, unlikefloat which is always 64-bit. If double precision is needed, compile the engine with the optionprecision=double.

SeeVector2i for its integer counterpart.

Note: In a boolean context, a Vector2 will evaluate tofalse if it's equal toVector2(0,0). Otherwise, a Vector2 will always evaluate totrue.

Tutorials

Properties

float

x

0.0

float

y

0.0

Constructors

Vector2

Vector2()

Vector2

Vector2(from:Vector2)

Vector2

Vector2(from:Vector2i)

Vector2

Vector2(x:float, y:float)

Methods

Vector2

abs()const

float

angle()const

float

angle_to(to:Vector2)const

float

angle_to_point(to:Vector2)const

float

aspect()const

Vector2

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

Vector2

bezier_interpolate(control_1:Vector2, control_2:Vector2, end:Vector2, t:float)const

Vector2

bounce(n:Vector2)const

Vector2

ceil()const

Vector2

clamp(min:Vector2, max:Vector2)const

Vector2

clampf(min:float, max:float)const

float

cross(with:Vector2)const

Vector2

cubic_interpolate(b:Vector2, pre_a:Vector2, post_b:Vector2, weight:float)const

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)const

Vector2

direction_to(to:Vector2)const

float

distance_squared_to(to:Vector2)const

float

distance_to(to:Vector2)const

float

dot(with:Vector2)const

Vector2

floor()const

Vector2

from_angle(angle:float)static

bool

is_equal_approx(to:Vector2)const

bool

is_finite()const

bool

is_normalized()const

bool

is_zero_approx()const

float

length()const

float

length_squared()const

Vector2

lerp(to:Vector2, weight:float)const

Vector2

limit_length(length:float = 1.0)const

Vector2

max(with:Vector2)const

int

max_axis_index()const

Vector2

maxf(with:float)const

Vector2

min(with:Vector2)const

int

min_axis_index()const

Vector2

minf(with:float)const

Vector2

move_toward(to:Vector2, delta:float)const

Vector2

normalized()const

Vector2

orthogonal()const

Vector2

posmod(mod:float)const

Vector2

posmodv(modv:Vector2)const

Vector2

project(b:Vector2)const

Vector2

reflect(line:Vector2)const

Vector2

rotated(angle:float)const

Vector2

round()const

Vector2

sign()const

Vector2

slerp(to:Vector2, weight:float)const

Vector2

slide(n:Vector2)const

Vector2

snapped(step:Vector2)const

Vector2

snappedf(step:float)const

Operators

bool

operator !=(right:Vector2)

Vector2

operator *(right:Transform2D)

Vector2

operator *(right:Vector2)

Vector2

operator *(right:float)

Vector2

operator *(right:int)

Vector2

operator +(right:Vector2)

Vector2

operator -(right:Vector2)

Vector2

operator /(right:Vector2)

Vector2

operator /(right:float)

Vector2

operator /(right:int)

bool

operator <(right:Vector2)

bool

operator <=(right:Vector2)

bool

operator ==(right:Vector2)

bool

operator >(right:Vector2)

bool

operator >=(right:Vector2)

float

operator [](index:int)

Vector2

operator unary+()

Vector2

operator unary-()


Enumerations

enumAxis:🔗

AxisAXIS_X =0

Enumerated value for the X axis. Returned bymax_axis_index() andmin_axis_index().

AxisAXIS_Y =1

Enumerated value for the Y axis. Returned bymax_axis_index() andmin_axis_index().


Constants

ZERO =Vector2(0,0)🔗

Zero vector, a vector with all components set to0.

ONE =Vector2(1,1)🔗

One vector, a vector with all components set to1.

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

floatx =0.0🔗

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


floaty =0.0🔗

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


Constructor Descriptions

Vector2Vector2()🔗

Constructs a default-initializedVector2 with all components set to0.


Vector2Vector2(from:Vector2)

Constructs aVector2 as a copy of the givenVector2.


Vector2Vector2(from:Vector2i)

Constructs a newVector2 fromVector2i.


Vector2Vector2(x:float, y:float)

Constructs a newVector2 from the givenx andy.


Method Descriptions

Vector2abs()const🔗

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


floatangle()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 returnPI/2 (a quarter turn, or 90 degrees), andVector2(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'sy andx as parameters:atan2(y,x).


floatangle_to(to:Vector2)const🔗

Returns the signed angle to the given vector, in radians.

Illustration of the returned angle.


floatangle_to_point(to:Vector2)const🔗

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.


floataspect()const🔗

Returns the aspect ratio of this vector, the ratio ofx toy.


Vector2bezier_derivative(control_1:Vector2, control_2:Vector2, end:Vector2, t:float)const🔗

Returns the derivative at the givent on theBézier curve defined by this vector and the givencontrol_1,control_2, andend points.


Vector2bezier_interpolate(control_1:Vector2, control_2:Vector2, end:Vector2, t:float)const🔗

Returns the point at the givent on theBézier curve defined by this vector and the givencontrol_1,control_2, andend points.


Vector2bounce(n:Vector2)const🔗

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

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


Vector2ceil()const🔗

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


Vector2clamp(min:Vector2, max:Vector2)const🔗

Returns a new vector with all components clamped between the components ofmin andmax, by running@GlobalScope.clamp() on each component.


Vector2clampf(min:float, max:float)const🔗

Returns a new vector with all components clamped betweenmin andmax, by running@GlobalScope.clamp() on each component.


floatcross(with:Vector2)const🔗

Returns the 2D analog of the cross product for this vector andwith.

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.


Vector2cubic_interpolate(b:Vector2, pre_a:Vector2, post_b:Vector2, weight:float)const🔗

Performs a cubic interpolation between this vector andb usingpre_a andpost_b as handles, and returns the result at positionweight.weight is on the range of 0.0 to 1.0, representing the amount of interpolation.


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)const🔗

Performs a cubic interpolation between this vector andb usingpre_a andpost_b as handles, and returns the result at positionweight.weight is on the range of 0.0 to 1.0, representing the amount of interpolation.

It can perform smoother interpolation thancubic_interpolate() by the time values.


Vector2direction_to(to:Vector2)const🔗

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


floatdistance_squared_to(to:Vector2)const🔗

Returns the squared distance between this vector andto.

This method runs faster thandistance_to(), so prefer it if you need to compare vectors or need the squared distance for some formula.


floatdistance_to(to:Vector2)const🔗

Returns the distance between this vector andto.


floatdot(with:Vector2)const🔗

Returns the dot product of this vector andwith. 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 be0 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, and1.0 (0 degree angle) when the vectors are aligned.

Note:a.dot(b) is equivalent tob.dot(a).


Vector2floor()const🔗

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


Vector2from_angle(angle:float)static🔗

Creates a unitVector2 rotated to the givenangle in radians. This is equivalent to doingVector2(cos(angle),sin(angle)) orVector2.RIGHT.rotated(angle).

print(Vector2.from_angle(0))# Prints (1.0, 0.0)print(Vector2(1,0).angle())# Prints 0.0, which is the angle used above.print(Vector2.from_angle(PI/2))# Prints (0.0, 1.0)

boolis_equal_approx(to:Vector2)const🔗

Returnstrue if this vector andto are approximately equal, by running@GlobalScope.is_equal_approx() on each component.


boolis_finite()const🔗

Returnstrue if this vector is finite, by calling@GlobalScope.is_finite() on each component.


boolis_normalized()const🔗

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


boolis_zero_approx()const🔗

Returnstrue if this vector's values are approximately zero, by running@GlobalScope.is_zero_approx() on each component.

This method is faster than usingis_equal_approx() with one value as a zero vector.


floatlength()const🔗

Returns the length (magnitude) of this vector.


floatlength_squared()const🔗

Returns the squared length (squared magnitude) of this vector.

This method runs faster thanlength(), so prefer it if you need to compare vectors or need the squared distance for some formula.


Vector2lerp(to:Vector2, weight:float)const🔗

Returns the result of the linear interpolation between this vector andto by amountweight.weight is on the range of0.0 to1.0, representing the amount of interpolation.


Vector2limit_length(length:float = 1.0)const🔗

Returns the vector with a maximum length by limiting its length tolength. If the vector is non-finite, the result is undefined.


Vector2max(with:Vector2)const🔗

Returns the component-wise maximum of this andwith, equivalent toVector2(maxf(x,with.x),maxf(y,with.y)).


intmax_axis_index()const🔗

Returns the axis of the vector's highest value. SeeAXIS_* constants. If all components are equal, this method returnsAXIS_X.


Vector2maxf(with:float)const🔗

Returns the component-wise maximum of this andwith, equivalent toVector2(maxf(x,with),maxf(y,with)).


Vector2min(with:Vector2)const🔗

Returns the component-wise minimum of this andwith, equivalent toVector2(minf(x,with.x),minf(y,with.y)).


intmin_axis_index()const🔗

Returns the axis of the vector's lowest value. SeeAXIS_* constants. If all components are equal, this method returnsAXIS_Y.


Vector2minf(with:float)const🔗

Returns the component-wise minimum of this andwith, equivalent toVector2(minf(x,with),minf(y,with)).


Vector2move_toward(to:Vector2, delta:float)const🔗

Returns a new vector moved towardto by the fixeddelta amount. Will not go past the final value.


Vector2normalized()const🔗

Returns the result of scaling the vector to unit length. Equivalent tov/v.length(). Returns(0,0) ifv.length()==0. See alsois_normalized().

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


Vector2orthogonal()const🔗

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


Vector2posmod(mod:float)const🔗

Returns a vector composed of the@GlobalScope.fposmod() of this vector's components andmod.


Vector2posmodv(modv:Vector2)const🔗

Returns a vector composed of the@GlobalScope.fposmod() of this vector's components andmodv's components.


Vector2project(b:Vector2)const🔗

Returns a new vector resulting from projecting this vector onto the given vectorb. The resulting new vector is parallel tob. See alsoslide().

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


Vector2reflect(line:Vector2)const🔗

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

Note:reflect() differs from what other engines and frameworks callreflect(). 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 alsobounce() which does what most engines callreflect().


Vector2rotated(angle:float)const🔗

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


Vector2round()const🔗

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


Vector2sign()const🔗

Returns a new vector with each component set to1.0 if it's positive,-1.0 if it's negative, and0.0 if it's zero. The result is identical to calling@GlobalScope.sign() on each component.


Vector2slerp(to:Vector2, weight:float)const🔗

Returns the result of spherical linear interpolation between this vector andto, by amountweight.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 likelerp().


Vector2slide(n:Vector2)const🔗

Returns a new vector resulting from sliding this vector along a line with normaln. The resulting new vector is perpendicular ton, and is equivalent to this vector minus its projection onn. See alsoproject().

Note: The vectorn must be normalized. See alsonormalized().


Vector2snapped(step:Vector2)const🔗

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


Vector2snappedf(step:float)const🔗

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


Operator Descriptions

booloperator !=(right:Vector2)🔗

Returnstrue if the vectors are not equal.

Note: Due to floating-point precision errors, consider usingis_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.


Vector2operator *(right:Transform2D)🔗

Inversely transforms (multiplies) theVector2 by the givenTransform2D 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 totransform.inverse()*vector. SeeTransform2D.inverse().

For transforming by inverse of an affine transformation (e.g. with scaling)transform.affine_inverse()*vector can be used instead. SeeTransform2D.affine_inverse().


Vector2operator *(right:Vector2)🔗

Multiplies each component of theVector2 by the components of the givenVector2.

print(Vector2(10,20)*Vector2(3,4))# Prints (30.0, 80.0)

Vector2operator *(right:float)🔗

Multiplies each component of theVector2 by the givenfloat.


Vector2operator *(right:int)🔗

Multiplies each component of theVector2 by the givenint.


Vector2operator +(right:Vector2)🔗

Adds each component of theVector2 by the components of the givenVector2.

print(Vector2(10,20)+Vector2(3,4))# Prints (13.0, 24.0)

Vector2operator -(right:Vector2)🔗

Subtracts each component of theVector2 by the components of the givenVector2.

print(Vector2(10,20)-Vector2(3,4))# Prints (7.0, 16.0)

Vector2operator /(right:Vector2)🔗

Divides each component of theVector2 by the components of the givenVector2.

print(Vector2(10,20)/Vector2(2,5))# Prints (5.0, 4.0)

Vector2operator /(right:float)🔗

Divides each component of theVector2 by the givenfloat.


Vector2operator /(right:int)🔗

Divides each component of theVector2 by the givenint.


booloperator <(right:Vector2)🔗

Compares twoVector2 vectors by first checking if the X value of the left vector is less than the X value of theright 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.


booloperator <=(right:Vector2)🔗

Compares twoVector2 vectors by first checking if the X value of the left vector is less than or equal to the X value of theright 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.


booloperator ==(right:Vector2)🔗

Returnstrue if the vectors are exactly equal.

Note: Due to floating-point precision errors, consider usingis_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.


booloperator >(right:Vector2)🔗

Compares twoVector2 vectors by first checking if the X value of the left vector is greater than the X value of theright 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.


booloperator >=(right:Vector2)🔗

Compares twoVector2 vectors by first checking if the X value of the left vector is greater than or equal to the X value of theright 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.


floatoperator [](index:int)🔗

Access vector components using theirindex.v[0] is equivalent tov.x, andv[1] is equivalent tov.y.


Vector2operator unary+()🔗

Returns the same value as if the+ was not there. Unary+ does nothing, but sometimes it can make your code more readable.


Vector2operator unary-()🔗

Returns the negative value of theVector2. This is the same as writingVector2(-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.


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