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@GlobalScope.xml
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@GlobalScope.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="@GlobalScope" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Global scope constants and functions.
</brief_description>
<description>
A list of global scope enumerated constants and built-in functions. This is all that resides in the globals, constants regarding error codes, keycodes, property hints, etc.
Singletons are also documented here, since they can be accessed from anywhere.
For the entries related to GDScript which can be accessed in any script see [@GDScript].
</description>
<tutorials>
<link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
</tutorials>
<methods>
<method name="abs">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
var a = abs(-1)
# a is 1
var b = abs(-1.2)
# b is 1.2
var c = abs(Vector2(-3.5, -4))
# c is (3.5, 4)
var d = abs(Vector2i(-5, -6))
# d is (5, 6)
var e = abs(Vector3(-7, 8.5, -3.8))
# e is (7, 8.5, 3.8)
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
[/codeblock]
</description>
</method>
<method name="absf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the absolute value of float parameter [param x] (i.e. positive value).
[codeblock]
# a is 1.2
var a = absf(-1.2)
[/codeblock]
</description>
</method>
<method name="absi">
<return type="int" />
<param index="0" name="x" type="int" />
<description>
Returns the absolute value of int parameter [param x] (i.e. positive value).
[codeblock]
# a is 1
var a = absi(-1)
[/codeblock]
</description>
</method>
<method name="acos">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the arc cosine of [param x] in radians. Use to get the angle of cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant @GDScript.NAN].
[codeblock]
# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)
var c = acos(0.866025)
[/codeblock]
</description>
</method>
<method name="asin">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the arc sine of [param x] in radians. Use to get the angle of sine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].
[codeblock]
# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)
var s = asin(0.5)
[/codeblock]
</description>
</method>
<method name="atan">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the arc tangent of [param x] in radians. Use it to get the angle from an angle's tangent in trigonometry.
The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code].
[codeblock]
var a = atan(0.5) # a is 0.463648
[/codeblock]
If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] (inclusive), [code]atan(tan(x))[/code] is equal to [param x].
</description>
</method>
<method name="atan2">
<return type="float" />
<param index="0" name="y" type="float" />
<param index="1" name="x" type="float" />
<description>
Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
Important note: The Y coordinate comes first, by convention.
[codeblock]
var a = atan2(0, -1) # a is 3.141593
[/codeblock]
</description>
</method>
<method name="bezier_interpolate">
<return type="float" />
<param index="0" name="start" type="float" />
<param index="1" name="control_1" type="float" />
<param index="2" name="control_2" type="float" />
<param index="3" name="end" type="float" />
<param index="4" name="t" type="float" />
<description>
Returns the point at the given [param t] on a one-dimnesional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bezier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
</description>
</method>
<method name="bytes_to_var">
<return type="Variant" />
<param index="0" name="bytes" type="PackedByteArray" />
<description>
Decodes a byte array back to a [Variant] value, without decoding objects.
[b]Note:[/b] If you need object deserialization, see [method bytes_to_var_with_objects].
</description>
</method>
<method name="bytes_to_var_with_objects">
<return type="Variant" />
<param index="0" name="bytes" type="PackedByteArray" />
<description>
Decodes a byte array back to a [Variant] value. Decoding objects is allowed.
[b]Warning:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
</description>
</method>
<method name="ceil">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
var i = ceil(1.45) # i is 2.0
i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
[b]Note:[/b] For better type safety, you can use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil] or [method Vector4.ceil] instead.
</description>
</method>
<method name="ceilf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
A type-safe version of [method ceil], specialzied in floats.
</description>
</method>
<method name="ceili">
<return type="int" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
A type-safe version of [method ceil] that returns integer.
</description>
</method>
<method name="clamp">
<return type="Variant" />
<param index="0" name="value" type="Variant" />
<param index="1" name="min" type="Variant" />
<param index="2" name="max" type="Variant" />
<description>
Clamps the [Variant] [param value] and returns a value not less than [param min] and not more than [param max]. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
var a = clamp(-10, -1, 5)
# a is -1
var b = clamp(8.1, 0.9, 5.5)
# b is 5.5
var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))
# c is (-3.2, -2)
var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))
# d is (2, 6)
var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, -4.1))
# e is (-3, -2, 5.4)
var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
# f is (-4, -5, -6)
[/codeblock]
</description>
</method>
<method name="clampf">
<return type="float" />
<param index="0" name="value" type="float" />
<param index="1" name="min" type="float" />
<param index="2" name="max" type="float" />
<description>
Clamps the float [param value] and returns a value not less than [param min] and not more than [param max].
[codeblock]
var speed = 42.1
# a is 20.0
var a = clampf(speed, 1.0, 20.0)
speed = -10.0
# a is -1.0
a = clampf(speed, -1.0, 1.0)
[/codeblock]
</description>
</method>
<method name="clampi">
<return type="int" />
<param index="0" name="value" type="int" />
<param index="1" name="min" type="int" />
<param index="2" name="max" type="int" />
<description>
Clamps the integer [param value] and returns a value not less than [param min] and not more than [param max].
[codeblock]
var speed = 42
# a is 20
var a = clampi(speed, 1, 20)
speed = -10
# a is -1
a = clampi(speed, -1, 1)
[/codeblock]
</description>
</method>
<method name="cos">
<return type="float" />
<param index="0" name="angle_rad" type="float" />
<description>
Returns the cosine of angle [param angle_rad] in radians.
[codeblock]
cos(PI * 2) # Returns 1.0
cos(PI) # Returns -1.0
cos(deg_to_rad(90)) # Returns 0.0
[/codeblock]
</description>
</method>
<method name="cosh">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the hyperbolic cosine of [param x] in radians.
[codeblock]
# Prints 1.543081
print(cosh(1))
[/codeblock]
</description>
</method>
<method name="cubic_interpolate">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="pre" type="float" />
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<description>
Cubic interpolates between two values by the factor defined in [param weight] with pre and post values.
</description>
</method>
<method name="cubic_interpolate_angle">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="pre" type="float" />
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<description>
Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with pre and post values. See also [method lerp_angle].
</description>
</method>
<method name="cubic_interpolate_angle_in_time">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="pre" type="float" />
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<param index="5" name="to_t" type="float" />
<param index="6" name="pre_t" type="float" />
<param index="7" name="post_t" type="float" />
<description>
Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with pre and post values. See also [method lerp_angle].
It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
</description>
</method>
<method name="cubic_interpolate_in_time">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="pre" type="float" />
<param index="3" name="post" type="float" />
<param index="4" name="weight" type="float" />
<param index="5" name="to_t" type="float" />
<param index="6" name="pre_t" type="float" />
<param index="7" name="post_t" type="float" />
<description>
Cubic interpolates between two values by the factor defined in [param weight] with pre and post values.
It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
</description>
</method>
<method name="db_to_linear">
<return type="float" />
<param index="0" name="db" type="float" />
<description>
Converts from decibels to linear energy (audio).
</description>
</method>
<method name="deg_to_rad">
<return type="float" />
<param index="0" name="deg" type="float" />
<description>
Converts an angle expressed in degrees to radians.
[codeblock]
# r is 3.141593
var r = deg_to_rad(180)
[/codeblock]
</description>
</method>
<method name="ease">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="curve" type="float" />
<description>
Returns an "eased" value of [param x] based on an easing function defined with [param curve]. This easing function is based on an exponent. The [param curve] can be any floating-point number, with specific values leading to the following behaviors:
[codeblock]
- Lower than -1.0 (exclusive): Ease in-out
- 1.0: Linear
- Between -1.0 and 0.0 (exclusive): Ease out-in
- 0.0: Constant
- Between 0.0 to 1.0 (exclusive): Ease out
- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
[/codeblock]
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
</description>
</method>
<method name="error_string">
<return type="String" />
<param index="0" name="error" type="int" />
<description>
Returns a human-readable name for the given error code.
</description>
</method>
<method name="exp">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [param x] and returns it.
[b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
For exponents to other bases use the method [method pow].
[codeblock]
var a = exp(2) # Approximately 7.39
[/codeblock]
</description>
</method>
<method name="floor">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
# a is 2.0
var a = floor(2.99)
# a is -3.0
a = floor(-2.99)
[/codeblock]
See also [method ceil], [method round], and [method snapped].
[b]Note:[/b] For better type safety, you can use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor] or [method Vector4.floor] instead.
</description>
</method>
<method name="floorf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
A type-safe version of [method floor], specialzied in floats.
</description>
</method>
<method name="floori">
<return type="int" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
Equivalent of doing [code]int(x)[/code].
</description>
</method>
<method name="fmod">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="y" type="float" />
<description>
Returns the floating-point remainder of [code]x/y[/code], keeping the sign of [param x].
[codeblock]
# Remainder is 1.5
var remainder = fmod(7, 5.5)
[/codeblock]
For the integer remainder operation, use the [code]%[/code] operator.
</description>
</method>
<method name="fposmod">
<return type="float" />
<param index="0" name="x" type="float" />
<param index="1" name="y" type="float" />
<description>
Returns the floating-point modulus of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
for i in 7:
var x = 0.5 * i - 1.5
print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
[/codeblock]
Produces:
[codeblock]
-1.5 -0.0 0.0
-1.0 -1.0 0.5
-0.5 -0.5 1.0
0.0 0.0 0.0
0.5 0.5 0.5
1.0 1.0 1.0
1.5 0.0 0.0
[/codeblock]
</description>
</method>
<method name="hash">
<return type="int" />
<param index="0" name="variable" type="Variant" />
<description>
Returns the integer hash of the variable passed.
[codeblock]
print(hash("a")) # Prints 177670
[/codeblock]
</description>
</method>
<method name="instance_from_id">
<return type="Object" />
<param index="0" name="instance_id" type="int" />
<description>
Returns the Object that corresponds to [param instance_id]. All Objects have a unique instance ID.
[codeblock]
var foo = "bar"
func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo) # Prints bar
[/codeblock]
</description>
</method>
<method name="inverse_lerp">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="weight" type="float" />
<description>
Returns an interpolation or extrapolation factor considering the range specified in [param from] and [param to], and the interpolated value specified in [param weight]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [param weight] is between [param from] and [param to] (inclusive). If [param weight] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on the result of [method inverse_lerp] if this is not desired.
[codeblock]
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
# `middle` is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
[/codeblock]
See also [method lerp] which performs the reverse of this operation, and [method lerp_range] to map a continuous series of values to another.
</description>
</method>
<method name="is_equal_approx">
<return type="bool" />
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
<description>
Returns [code]true[/code] if [param a] and [param b] are approximately equal to each other.
Here, approximately equal means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
Infinity values of the same sign are considered equal.
</description>
</method>
<method name="is_inf">
<return type="bool" />
<param index="0" name="x" type="float" />
<description>
Returns whether [param x] is an infinity value (either positive infinity or negative infinity).
</description>
</method>
<method name="is_instance_id_valid">
<return type="bool" />
<param index="0" name="id" type="int" />
<description>
Returns [code]true[/code] if the Object that corresponds to [param id] is a valid object (e.g. has not been deleted from memory). All Objects have a unique instance ID.
</description>
</method>
<method name="is_instance_valid">
<return type="bool" />
<param index="0" name="instance" type="Variant" />
<description>
Returns whether [param instance] is a valid object (e.g. has not been deleted from memory).
</description>
</method>
<method name="is_nan">
<return type="bool" />
<param index="0" name="x" type="float" />
<description>
Returns whether [param x] is a NaN ("Not a Number" or invalid) value.
</description>
</method>
<method name="is_zero_approx">
<return type="bool" />
<param index="0" name="x" type="float" />
<description>
Returns [code]true[/code] if [param x] is zero or almost zero.
This method is faster than using [method is_equal_approx] with one value as zero.
</description>
</method>
<method name="lerp">
<return type="Variant" />
<param index="0" name="from" type="Variant" />
<param index="1" name="to" type="Variant" />
<param index="2" name="weight" type="Variant" />
<description>
Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. Use [method clamp] on the result of [method lerp] if this is not desired.
Both [param from] and [param to] must have matching types. Supported types: [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method lerp_range] to map a continuous series of values to another.
[b]Note:[/b] For better type safety, you can use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp] instead.
</description>
</method>
<method name="lerp_angle">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="weight" type="float" />
<description>
Linearly interpolates between two angles (in radians) by a normalized value.
Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
[codeblock]
extends Sprite
var elapsed = 0.0
func _process(delta):
var min_angle = deg_to_rad(0.0)
var max_angle = deg_to_rad(90.0)
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
[b]Note:[/b] This method lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="lerpf">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="weight" type="float" />
<description>
Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i].
[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
</description>
</method>
<method name="linear_to_db">
<return type="float" />
<param index="0" name="lin" type="float" />
<description>
Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
[codeblock]
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
# Change the bus name if you'd like to change the volume of a specific bus only.
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db($Slider.value))
[/codeblock]
</description>
</method>
<method name="log">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
[b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
[codeblock]
log(10) # Returns 2.302585
[/codeblock]
[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while negative values return [code]-nan[/code].
</description>
</method>
<method name="max" qualifiers="vararg">
<return type="Variant" />
<description>
Returns the maximum of the given values. This method can take any number of arguments.
[codeblock]
max(1, 7, 3, -6, 5) # Returns 7
[/codeblock]
</description>
</method>
<method name="maxf">
<return type="float" />
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
<description>
Returns the maximum of two float values.
[codeblock]
maxf(3.6, 24) # Returns 24.0
maxf(-3.99, -4) # Returns -3.99
[/codeblock]
</description>
</method>
<method name="maxi">
<return type="int" />
<param index="0" name="a" type="int" />
<param index="1" name="b" type="int" />
<description>
Returns the maximum of two int values.
[codeblock]
maxi(1, 2) # Returns 2
maxi(-3, -4) # Returns -3
[/codeblock]
</description>
</method>
<method name="min" qualifiers="vararg">
<return type="Variant" />
<description>
Returns the minimum of the given values. This method can take any number of arguments.
[codeblock]
min(1, 7, 3, -6, 5) # Returns -6
[/codeblock]
</description>
</method>
<method name="minf">
<return type="float" />
<param index="0" name="a" type="float" />
<param index="1" name="b" type="float" />
<description>
Returns the minimum of two float values.
[codeblock]
minf(3.6, 24) # Returns 3.6
minf(-3.99, -4) # Returns -4.0
[/codeblock]
</description>
</method>
<method name="mini">
<return type="int" />
<param index="0" name="a" type="int" />
<param index="1" name="b" type="int" />
<description>
Returns the minimum of two int values.
[codeblock]
mini(1, 2) # Returns 1
mini(-3, -4) # Returns -4
[/codeblock]
</description>
</method>
<method name="move_toward">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<param index="2" name="delta" type="float" />
<description>
Moves [param from] toward [param to] by the [param delta] value.
Use a negative [param delta] value to move away.
[codeblock]
move_toward(5, 10, 4) # Returns 9
move_toward(10, 5, 4) # Returns 6
move_toward(10, 5, -1.5) # Returns 11.5
[/codeblock]
</description>
</method>
<method name="nearest_po2">
<return type="int" />
<param index="0" name="value" type="int" />
<description>
Returns the nearest equal or larger power of 2 for integer [param value].
In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative integer [code]n[/code].
[codeblock]
nearest_po2(3) # Returns 4
nearest_po2(4) # Returns 4
nearest_po2(5) # Returns 8
nearest_po2(0) # Returns 0 (this may not be what you expect)
nearest_po2(-1) # Returns 0 (this may not be what you expect)
[/codeblock]
[b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [param value] (in reality, 1 is the smallest integer power of 2).
</description>
</method>
<method name="pingpong">
<return type="float" />
<param index="0" name="value" type="float" />
<param index="1" name="length" type="float" />
<description>
Returns the [param value] wrapped between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive.
[codeblock]
pingpong(-3.0, 3.0) # Returns 3
pingpong(-2.0, 3.0) # Returns 2
pingpong(-1.0, 3.0) # Returns 1
pingpong(0.0, 3.0) # Returns 0
pingpong(1.0, 3.0) # Returns 1
pingpong(2.0, 3.0) # Returns 2
pingpong(3.0, 3.0) # Returns 3
pingpong(4.0, 3.0) # Returns 2
pingpong(5.0, 3.0) # Returns 1
pingpong(6.0, 3.0) # Returns 0
[/codeblock]
</description>
</method>
<method name="posmod">
<return type="int" />
<param index="0" name="x" type="int" />
<param index="1" name="y" type="int" />
<description>
Returns the integer modulus of [code]x/y[/code] that wraps equally in positive and negative.
[codeblock]
for i in range(-3, 4):
print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
[/codeblock]
Produces:
[codeblock]
-3 0 0
-2 -2 1
-1 -1 2
0 0 0
1 1 1
2 2 2
3 0 0
[/codeblock]
</description>
</method>
<method name="pow">
<return type="float" />
<param index="0" name="base" type="float" />
<param index="1" name="exp" type="float" />
<description>
Returns the result of [param base] raised to the power of [param exp].
[codeblock]
pow(2, 5) # Returns 32
[/codeblock]
</description>
</method>
<method name="print" qualifiers="vararg">
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
[codeblock]
var a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
[/codeblock]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
<method name="print_rich" qualifiers="vararg">
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console. The following BBCode tags are supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, fgcolor. Color tags only support named colors such as [code]red[/code], [i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in standard output.
When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes is currently only supported on Linux and macOS. Support for ANSI escape codes may vary across terminal emulators, especially for italic and strikethrough.
[codeblock]
print_rich("[code][b]Hello world![/b][/code]") # Prints out: [b]Hello world![/b]
[/codeblock]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
</description>
</method>
<method name="print_verbose" qualifiers="vararg">
<description>
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
</description>
</method>
<method name="printerr" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to standard error line.
[codeblock]
printerr("prints to stderr")
[/codeblock]
</description>
</method>
<method name="printraw" qualifiers="vararg">
<description>
Prints one or more arguments to strings in the best way possible to console. No newline is added at the end.
[codeblock]
printraw("A")
printraw("B")
# Prints AB
[/codeblock]
[b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print].
</description>
</method>
<method name="prints" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a space between each argument.
[codeblock]
prints("A", "B", "C") # Prints A B C
[/codeblock]
</description>
</method>
<method name="printt" qualifiers="vararg">
<description>
Prints one or more arguments to the console with a tab between each argument.
[codeblock]
printt("A", "B", "C") # Prints A B C
[/codeblock]
</description>
</method>
<method name="push_error" qualifiers="vararg">
<description>
Pushes an error message to Godot's built-in debugger and to the OS terminal.
[codeblock]
push_error("test error") # Prints "test error" to debugger and terminal as error call
[/codeblock]
[b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
</description>
</method>
<method name="push_warning" qualifiers="vararg">
<description>
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
[codeblock]
push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
[/codeblock]
</description>
</method>
<method name="rad_to_deg">
<return type="float" />
<param index="0" name="rad" type="float" />
<description>
Converts an angle expressed in radians to degrees.
[codeblock]
rad_to_deg(0.523599) # Returns 30
[/codeblock]
</description>
</method>
<method name="rand_from_seed">
<return type="PackedInt64Array" />
<param index="0" name="seed" type="int" />
<description>
Random from seed: pass a [param seed], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
</description>
</method>
<method name="randf">
<return type="float" />
<description>
Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
[codeblock]
randf() # Returns e.g. 0.375671
[/codeblock]
</description>
</method>
<method name="randf_range">
<return type="float" />
<param index="0" name="from" type="float" />
<param index="1" name="to" type="float" />
<description>
Returns a random floating point value on the interval between [param from] and [param to] (inclusive).
[codeblock]
prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315
[/codeblock]
</description>
</method>
<method name="randfn">
<return type="float" />
<param index="0" name="mean" type="float" />
<param index="1" name="deviation" type="float" />
<description>
Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified [param mean] and a standard [param deviation]. This is also called Gaussian distribution.
</description>
</method>
<method name="randi">
<return type="int" />
<description>
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
[codeblock]
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
randi() % 100 # Returns random integer between 0 and 99
randi() % 100 + 1 # Returns random integer between 1 and 100
[/codeblock]
</description>
</method>
<method name="randi_range">
<return type="int" />
<param index="0" name="from" type="int" />
<param index="1" name="to" type="int" />
<description>
Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped.
[codeblock]
print(randi_range(0, 1)) # Prints 0 or 1
print(randi_range(-10, 1000)) # Prints any number from -10 to 1000
[/codeblock]
</description>
</method>
<method name="randomize">
<description>
Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
[b]Note:[/b] This method is called automatically when the project is run. If you need to fix the seed to have reproducible results, use [method seed] to initialize the random number generator.
</description>
</method>
<method name="lerp_range">
<return type="float" />
<param index="0" name="value" type="float" />
<param index="1" name="istart" type="float" />
<param index="2" name="istop" type="float" />
<param index="3" name="ostart" type="float" />
<param index="4" name="ostop" type="float" />
<description>
Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. Use [method clamp] on the result of [method lerp_range] if this is not desired.
[codeblock]
lerp_range(75, 0, 100, -1, 1) # Returns 0.5
[/codeblock]
For complex use cases where you need multiple ranges, consider using [Curve] or [Gradient] instead.
</description>
</method>
<method name="rid_allocate_id">
<return type="int" />
<description>
Allocate a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
</description>
</method>
<method name="rid_from_int64">
<return type="RID" />
<param index="0" name="base" type="int" />
<description>
Create a RID from an int64. This is used mainly from native extensions to build servers.
</description>
</method>
<method name="round">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
[codeblock]
round(2.4) # Returns 2
round(2.5) # Returns 3
round(2.6) # Returns 3
[/codeblock]
See also [method floor], [method ceil], and [method snapped].
[b]Note:[/b] For better type safety, you can use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round] or [method Vector4.round] instead.
</description>
</method>
<method name="roundf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero.
A type-safe version of [method round], specialzied in floats.
</description>
</method>
<method name="roundi">
<return type="int" />
<param index="0" name="x" type="float" />
<description>
Rounds [param x] to the nearest whole number, with halfway cases rounded away from zero.
A type-safe version of [method round] that returns integer.
</description>
</method>
<method name="seed">
<param index="0" name="base" type="int" />
<description>
Sets seed for the random number generator.
[codeblock]
var my_seed = "Godot Rocks"
seed(my_seed.hash())
[/codeblock]
</description>
</method>
<method name="sign">
<return type="Variant" />
<param index="0" name="x" type="Variant" />
<description>
Returns the sign of [param x] as same type of [Variant] as [param x] with each component being -1, 0 and 1 for each negative, zero and positive values respectivelu. Variant types [int], [float] (real), [Vector2], [Vector2i], [Vector3] and [Vector3i] are supported.
[codeblock]
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
sign(Vector3(-6.0, 0.0, 6.0) # Returns (-1, 0, 1)
[/codeblock]
</description>
</method>
<method name="signf">
<return type="float" />
<param index="0" name="x" type="float" />
<description>
Returns the sign of [param x] as a float: -1.0 or 1.0. Returns 0.0 if [param x] is 0.
[codeblock]
sign(-6.0) # Returns -1.0
sign(0.0) # Returns 0.0
sign(6.0) # Returns 1.0
[/codeblock]
</description>
</method>
<method name="signi">
<return type="int" />
<param index="0" name="x" type="int" />
<description>
Returns the sign of [param x] as an integer: -1 or 1. Returns 0 if [param x] is 0.
[codeblock]
sign(-6) # Returns -1
sign(0) # Returns 0
sign(6) # Returns 1
[/codeblock]
</description>
</method>
<method name="sin">
<return type="float" />
<param index="0" name="angle_rad" type="float" />
<description>