godot-cpp/include/core/Vector2.hpp

129 lines
2.6 KiB
C++
Raw Normal View History

2017-03-02 23:47:48 +00:00
#ifndef VECTOR2_H
#define VECTOR2_H
#include <godot/vector2.h>
2017-03-02 23:47:48 +00:00
2017-03-06 07:49:24 +00:00
#include "Defs.hpp"
2017-03-02 23:47:48 +00:00
namespace godot {
class String;
2017-03-02 23:47:48 +00:00
struct Vector2 {
2017-03-02 23:47:48 +00:00
union {
real_t x;
real_t width;
};
union {
real_t y;
real_t height;
};
inline real_t& operator[](int p_idx) {
2017-03-02 23:47:48 +00:00
return p_idx?y:x;
}
inline const real_t& operator[](int p_idx) const {
2017-03-02 23:47:48 +00:00
return p_idx?y:x;
}
Vector2 operator+(const Vector2& p_v) const;
2017-03-02 23:47:48 +00:00
void operator+=(const Vector2& p_v);
2017-03-02 23:47:48 +00:00
Vector2 operator-(const Vector2& p_v) const;
2017-03-02 23:47:48 +00:00
void operator-=(const Vector2& p_v);
2017-03-02 23:47:48 +00:00
Vector2 operator*(const Vector2 &p_v1) const;
2017-03-02 23:47:48 +00:00
Vector2 operator*(const real_t &rvalue) const;
2017-03-02 23:47:48 +00:00
void operator*=(const real_t &rvalue);
2017-03-02 23:47:48 +00:00
inline void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
2017-03-02 23:47:48 +00:00
Vector2 operator/(const Vector2 &p_v1) const;
2017-03-02 23:47:48 +00:00
Vector2 operator/(const real_t &rvalue) const;
2017-03-02 23:47:48 +00:00
void operator/=(const real_t &rvalue);
2017-03-02 23:47:48 +00:00
Vector2 operator-() const;
2017-03-02 23:47:48 +00:00
bool operator==(const Vector2& p_vec2) const;
2017-03-02 23:47:48 +00:00
bool operator!=(const Vector2& p_vec2) const;
2017-03-02 23:47:48 +00:00
inline bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<p_vec2.y):(x<p_vec2.x); }
inline bool operator<=(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<=p_vec2.y):(x<=p_vec2.x); }
2017-03-02 23:47:48 +00:00
void normalize();
2017-03-02 23:47:48 +00:00
Vector2 normalized() const;
2017-03-02 23:47:48 +00:00
real_t length() const;
real_t length_squared() const;
2017-03-02 23:47:48 +00:00
real_t distance_to(const Vector2& p_vector2) const;
real_t distance_squared_to(const Vector2& p_vector2) const;
2017-03-02 23:47:48 +00:00
real_t angle_to(const Vector2& p_vector2) const;
real_t angle_to_point(const Vector2& p_vector2) const;
2017-03-02 23:47:48 +00:00
real_t dot(const Vector2& p_other) const;
2017-03-02 23:47:48 +00:00
real_t cross(const Vector2& p_other) const;
Vector2 cross(real_t p_other) const;
2017-03-02 23:47:48 +00:00
Vector2 project(const Vector2& p_vec) const;
2017-03-02 23:47:48 +00:00
Vector2 plane_project(real_t p_d, const Vector2& p_vec) const;
2017-03-02 23:47:48 +00:00
Vector2 clamped(real_t p_len) const;
2017-03-02 23:47:48 +00:00
static Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t);
2017-03-02 23:47:48 +00:00
Vector2 linear_interpolate(const Vector2& p_b,real_t p_t) const;
Vector2 cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const;
2017-03-02 23:47:48 +00:00
Vector2 slide(const Vector2& p_vec) const;
2017-03-02 23:47:48 +00:00
Vector2 reflect(const Vector2& p_vec) const;
2017-03-02 23:47:48 +00:00
real_t angle() const;
2017-03-02 23:47:48 +00:00
void set_rotation(real_t p_radians);
2017-03-02 23:47:48 +00:00
Vector2 abs() const;
Vector2 rotated(real_t p_by) const;
2017-03-02 23:47:48 +00:00
Vector2 tangent() const;
2017-03-02 23:47:48 +00:00
Vector2 floor() const;
2017-03-02 23:47:48 +00:00
Vector2 snapped(const Vector2& p_by) const;
inline real_t aspect() const { return width/height; }
2017-03-02 23:47:48 +00:00
operator String() const;
2017-03-02 23:47:48 +00:00
inline Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; }
inline Vector2() { x=0; y=0; }
2017-03-02 23:47:48 +00:00
};
inline Vector2 operator*(real_t p_scalar, const Vector2& p_vec)
2017-03-02 23:47:48 +00:00
{
return p_vec*p_scalar;
}
}
#endif // VECTOR2_H