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Also change the <tutorials> structure to make use of individual <link> tags
260 lines
7.4 KiB
XML
260 lines
7.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Vector2" category="Built-In Types" version="3.1">
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<brief_description>
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Vector used for 2D math.
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</brief_description>
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<description>
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2-element structure that can be used to represent positions in 2d space or any other pair of numeric values.
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</description>
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<tutorials>
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<link>http://docs.godotengine.org/en/3.0/tutorials/math/index.html</link>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="Vector2">
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<return type="Vector2">
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</return>
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<argument index="0" name="x" type="float">
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</argument>
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<argument index="1" name="y" type="float">
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</argument>
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<description>
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Constructs a new Vector2 from the given x and y.
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</description>
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</method>
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<method name="abs">
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<return type="Vector2">
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</return>
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<description>
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Returns a new vector with all components in absolute values (i.e. positive).
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</description>
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</method>
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<method name="angle">
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<return type="float">
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</return>
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<description>
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Returns the vector's angle in radians with respect to the x-axis, or [code](1, 0)[/code] vector.
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Equivalent to the result of atan2 when called with the vector's x and y as parameters: [code]atan2(x, y)[/code].
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</description>
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</method>
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<method name="angle_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the angle in radians between the two vectors.
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</description>
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</method>
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<method name="angle_to_point">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the angle in radians between the line connecting the two points and the x coordinate.
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</description>
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</method>
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<method name="aspect">
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<return type="float">
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</return>
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<description>
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Returns the ratio of x to y.
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</description>
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</method>
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<method name="bounce">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns the vector "bounced off" from a plane defined by the given normal.
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</description>
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</method>
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<method name="ceil">
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<return type="Vector2">
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</return>
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<description>
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</description>
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</method>
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<method name="clamped">
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<return type="Vector2">
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</return>
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<argument index="0" name="length" type="float">
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</argument>
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<description>
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Returns the vector with a maximum length.
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</description>
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</method>
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<method name="cross">
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<return type="float">
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</return>
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the 2 dimensional analog of the cross product with the given vector.
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</description>
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</method>
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<method name="cubic_interpolate">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="pre_a" type="Vector2">
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</argument>
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<argument index="2" name="post_b" type="Vector2">
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</argument>
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<argument index="3" name="t" type="float">
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</argument>
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<description>
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Cubicly interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], or a percentage of how far along the interpolation is.
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</description>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the squared distance to vector [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector2">
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</argument>
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<description>
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Returns the distance to vector [code]b[/code].
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</description>
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</method>
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<method name="dot">
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<return type="float">
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</return>
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<argument index="0" name="with" type="Vector2">
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</argument>
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<description>
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Returns the dot product with vector [code]b[/code].
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</description>
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</method>
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<method name="floor">
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<return type="Vector2">
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</return>
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<description>
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Remove the fractional part of x and y.
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</description>
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</method>
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<method name="is_normalized">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the vector is normalized.
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</description>
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</method>
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<method name="length">
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<return type="float">
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</return>
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<description>
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Returns the vector's length.
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</description>
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</method>
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<method name="length_squared">
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<return type="float">
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</return>
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<description>
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Returns the vector's length squared. Prefer this function over [member length] if you need to sort vectors or need the squared length for some formula.
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</description>
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</method>
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<method name="linear_interpolate">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], a percentage of how far along the interpolation is.
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</description>
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</method>
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<method name="normalized">
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<return type="Vector2">
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</return>
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<description>
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Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code].
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</description>
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</method>
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<method name="reflect">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns the vector reflected from a plane defined by the given normal.
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</description>
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</method>
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<method name="rotated">
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<return type="Vector2">
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</return>
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<argument index="0" name="phi" type="float">
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</argument>
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<description>
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Returns the vector rotated by [code]phi[/code] radians.
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</description>
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</method>
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<method name="round">
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<return type="Vector2">
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</return>
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<description>
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</description>
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</method>
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<method name="slerp">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the result of SLERP between this vector and "b", by amount "t". "t" should be a float of 0.0-1.0, a percentage of how far along the interpolation is.
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Both vectors need to be normalized.
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</description>
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</method>
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<method name="slide">
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<return type="Vector2">
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</return>
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<argument index="0" name="n" type="Vector2">
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</argument>
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<description>
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Returns the component of the vector along a plane defined by the given normal.
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</description>
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</method>
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<method name="snapped">
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<return type="Vector2">
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</return>
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<argument index="0" name="by" type="Vector2">
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</argument>
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<description>
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Returns the vector snapped to a grid with the given size.
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</description>
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</method>
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<method name="tangent">
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<return type="Vector2">
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</return>
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<description>
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Returns a perpendicular vector.
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</description>
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</method>
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</methods>
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<members>
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<member name="x" type="float" setter="" getter="">
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The vector's x component.
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</member>
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<member name="y" type="float" setter="" getter="">
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The vector's y component.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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