godot-cpp/include/core/Vector2.hpp

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#ifndef VECTOR2_H
#define VECTOR2_H
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#include <gdnative/vector2.h>
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#include "Defs.hpp"
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#include <Math.hpp>
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namespace godot {
class String;
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struct Vector2 {
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union {
real_t x;
real_t width;
};
union {
real_t y;
real_t height;
};
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
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}
inline const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
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}
inline Vector2 operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
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inline void operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
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inline Vector2 operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
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inline void operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
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inline Vector2 operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
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inline Vector2 operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
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inline void operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
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inline void operator*=(const Vector2 &rvalue) {
*this = *this * rvalue;
}
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inline Vector2 operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
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inline Vector2 operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
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inline void operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
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inline Vector2 operator-() const {
return Vector2(-x, -y);
}
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bool operator==(const Vector2 &p_vec2) const;
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bool operator!=(const Vector2 &p_vec2) const;
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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); }
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inline void normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
y /= l;
}
}
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inline Vector2 normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
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inline real_t length() const {
return sqrt(x * x + y * y);
}
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inline real_t length_squared() const {
return x * x + y * y;
}
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inline real_t distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
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inline real_t distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
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inline real_t angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
inline real_t angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
inline Vector2 direction_to(const Vector2 &p_b) const {
Vector2 ret(p_b.x - x, p_b.y - y);
ret.normalize();
return ret;
}
inline real_t dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
inline real_t cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
inline Vector2 cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
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Vector2 project(const Vector2 &p_vec) const;
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Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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Vector2 clamped(real_t p_len) const;
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static inline Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
inline Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
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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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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const {
Vector2 v = *this;
Vector2 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
inline Vector2 slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
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inline Vector2 bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
inline Vector2 reflect(const Vector2 &p_normal) const {
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return -(*this - p_normal * this->dot(p_normal) * 2.0);
}
inline real_t angle() const {
return atan2(y, x);
}
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inline void set_rotation(real_t p_radians) {
x = cosf(p_radians);
y = sinf(p_radians);
}
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inline Vector2 abs() const {
return Vector2(fabs(x), fabs(y));
}
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inline Vector2 rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
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inline Vector2 tangent() const {
return Vector2(y, -x);
}
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inline Vector2 floor() const {
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return Vector2(Math::floor(x), Math::floor(y));
}
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inline Vector2 snapped(const Vector2 &p_by) const {
return Vector2(
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Math::stepify(x, p_by.x),
Math::stepify(y, p_by.y));
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}
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inline real_t aspect() const { return width / height; }
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operator String() const;
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};
inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
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}
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namespace Math {
// Convenience, since they exist in GDScript
inline Vector2 cartesian2polar(Vector2 v) {
return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x));
}
inline Vector2 polar2cartesian(Vector2 v) {
// x == radius
// y == angle
return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y));
}
} // namespace Math
} // namespace godot
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#endif // VECTOR2_H