Vector2
struct in UnityEngine · UnityEngine.CoreModule
In Tassix
2D vector. Verified against Unity in conformance/recordings/math_vectors.jsonl.
Constructors 1
Vector2(float x, float y)Fields 4
const float kEpsilonconst float kEpsilonNormalSqrtfloat xfloat yProperties 12
static Vector2 down { get; }static Vector2 left { get; }float magnitude { get; }static Vector2 negativeInfinity { get; }Vector2 normalized { get; }static Vector2 one { get; }static Vector2 positiveInfinity { get; }static Vector2 right { get; }float sqrMagnitude { get; }float this[int index] { get; set; }static Vector2 up { get; }static Vector2 zero { get; }Methods 19
static Vector2 ClampMagnitude(Vector2 vector, float maxLength)static Vector2 ClampMagnitude(in Vector2 vector, float maxLength)int GetHashCode()static Vector2 Lerp(Vector2 a, Vector2 b, float t)static Vector2 Lerp(in Vector2 a, in Vector2 b, float t)static Vector2 LerpUnclamped(Vector2 a, Vector2 b, float t)static Vector2 LerpUnclamped(in Vector2 a, in Vector2 b, float t)static Vector2 MoveTowards(Vector2 current, Vector2 target, float maxDistanceDelta)static Vector2 MoveTowards(in Vector2 current, in Vector2 target, float maxDistanceDelta)void Normalize()Makes this a unit vector, or zero if its magnitude is at most kEpsilon.
static Vector2 Perpendicular(Vector2 inDirection)static Vector2 Perpendicular(in Vector2 inDirection)Rotated 90 degrees counter-clockwise.
static Vector2 Reflect(Vector2 inDirection, Vector2 inNormal)static Vector2 Reflect(in Vector2 inDirection, in Vector2 inNormal)void Scale(Vector2 scale)void Scale(in Vector2 scale)static Vector2 Scale(Vector2 a, Vector2 b)static Vector2 Scale(in Vector2 a, in Vector2 b)void Set(float newX, float newY)static float SignedAngle(Vector2 from, Vector2 to)static float SignedAngle(in Vector2 from, in Vector2 to)Counter-clockwise positive.
static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime)static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime)static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed)static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed)static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed, float deltaTime)static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed, float deltaTime)string ToString()string ToString(string? format)string ToString(string? format, IFormatProvider? formatProvider)Operators 7
Not in Tassix yet 1
SqrMagnitude
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.