260 lines
4.5 KiB
C++
260 lines
4.5 KiB
C++
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#include "Vector2.hpp"
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#include <cmath>
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#include <godot/godot_vector2.h>
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#include "String.hpp"
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namespace godot {
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Vector2 Vector2::operator+(const Vector2& p_v) const
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{
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return Vector2(x + p_v.x, y + p_v.y);
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}
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void Vector2::operator+=(const Vector2& p_v)
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{
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x += p_v.x;
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y += p_v.y;
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}
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Vector2 Vector2::operator-(const Vector2& p_v) const
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{
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return Vector2(x - p_v.x, y - p_v.y);
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}
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void Vector2::operator-=(const Vector2& p_v)
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{
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x -= p_v.x;
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y -= p_v.y;
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}
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Vector2 Vector2::operator*(const Vector2 &p_v1) const
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{
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return Vector2(x * p_v1.x, y * p_v1.y);
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}
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Vector2 Vector2::operator*(const real_t &rvalue) const
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{
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return Vector2(x * rvalue, y * rvalue);
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}
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void Vector2::operator*=(const real_t &rvalue)
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{
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x *= rvalue;
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y *= rvalue;
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}
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Vector2 Vector2::operator/(const Vector2 &p_v1) const
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{
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return Vector2(x / p_v1.x, y / p_v1.y);
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}
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Vector2 Vector2::operator/(const real_t &rvalue) const
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{
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return Vector2(x / rvalue, y / rvalue);
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}
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void Vector2::operator/=(const real_t &rvalue)
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{
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x /= rvalue;
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y /= rvalue;
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}
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Vector2 Vector2::operator-() const
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{
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return Vector2(-x, -y);
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}
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bool Vector2::operator==(const Vector2& p_vec2) const
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{
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return x == p_vec2.x && y == p_vec2.y;
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}
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bool Vector2::operator!=(const Vector2& p_vec2) const
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{
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return x != p_vec2.x || y != p_vec2.y;
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}
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void Vector2::normalize()
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{
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real_t l = x*x + y*y;
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if (l != 0) {
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l = (l);
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x /= l;
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y /= l;
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}
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}
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Vector2 Vector2::normalized() const
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{
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Vector2 v = *this;
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v.normalize();
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return v;
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}
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real_t Vector2::length() const
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{
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return sqrt(x*x + y*y);
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}
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real_t Vector2::length_squared() const
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{
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return x*x + y*y;
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}
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real_t Vector2::distance_to(const Vector2& p_vector2) const
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{
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return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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}
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real_t Vector2::distance_squared_to(const Vector2& p_vector2) const
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{
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return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
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}
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real_t Vector2::angle_to(const Vector2& p_vector2) const
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{
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return atan2(cross(p_vector2), dot(p_vector2));
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}
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real_t Vector2::angle_to_point(const Vector2& p_vector2) const
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{
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return atan2(y - p_vector2.y, x-p_vector2.x);
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}
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real_t Vector2::dot(const Vector2& p_other) const
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{
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return x * p_other.x + y * p_other.y;
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}
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real_t Vector2::cross(const Vector2& p_other) const
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{
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return x * p_other.y - y * p_other.x;
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}
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Vector2 Vector2::cross(real_t p_other) const
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{
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return Vector2(p_other * y, -p_other * x);
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}
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Vector2 Vector2::project(const Vector2& p_vec) const
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{
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Vector2 v1 = p_vec;
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Vector2 v2 = *this;
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return v2 * (v1.dot(v2) / v2.dot(v2));
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}
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Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const
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{
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return p_vec - *this * ( dot(p_vec) -p_d);
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}
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Vector2 Vector2::clamped(real_t p_len) const
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{
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real_t l = length();
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Vector2 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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return v;
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}
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Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t)
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{
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Vector2 res=p_a;
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res.x+= (p_t * (p_b.x-p_a.x));
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res.y+= (p_t * (p_b.y-p_a.y));
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return res;
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}
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Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const
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{
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Vector2 res=*this;
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res.x+= (p_t * (p_b.x-x));
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res.y+= (p_t * (p_b.y-y));
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return res;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const
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{
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Vector2 p0=p_pre_a;
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Vector2 p1=*this;
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Vector2 p2=p_b;
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Vector2 p3=p_post_b;
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real_t t = p_t;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector2 out;
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out = ( ( p1 * 2.0) +
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( -p0 + p2 ) * t +
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( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
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( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
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return out;
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}
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Vector2 Vector2::slide(const Vector2& p_vec) const
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{
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return p_vec - *this * this->dot(p_vec);
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}
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Vector2 Vector2::reflect(const Vector2& p_vec) const
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{
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return p_vec - *this * this->dot(p_vec) * 2.0;
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}
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real_t Vector2::angle() const
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{
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return atan2(y, x);
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}
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void Vector2::set_rotation(real_t p_radians) {
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x = cosf(p_radians);
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y = sinf(p_radians);
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}
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Vector2 Vector2::abs() const {
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return Vector2( fabs(x), fabs(y) );
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}
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Vector2 Vector2::rotated(real_t p_by) const
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{
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Vector2 v;
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v.set_rotation(angle() + p_by);
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v *= length();
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return v;
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}
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Vector2 Vector2::tangent() const {
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return Vector2(y,-x);
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}
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Vector2 Vector2::floor() const
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{
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return Vector2(::floor(x), ::floor(y));
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}
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Vector2 Vector2::snapped(const Vector2& p_by) const
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{
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return Vector2(
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p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
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p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
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);
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}
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Vector2::operator String() const
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{
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return String(); /* @Todo String::num() */
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}
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}
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