godot-cpp/include/godot_cpp/core/Vector2.h

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#ifndef VECTOR2_H
#define VECTOR2_H
#include <godot/godot_vector2.h>
#include "Defs.h"
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namespace godot {
class String;
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struct Vector2 {
union {
real_t x;
real_t width;
};
union {
real_t y;
real_t height;
};
inline real_t& operator[](int p_idx) {
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return p_idx?y:x;
}
inline const real_t& operator[](int p_idx) const {
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return p_idx?y:x;
}
Vector2 operator+(const Vector2& p_v) const;
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void operator+=(const Vector2& p_v);
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Vector2 operator-(const Vector2& p_v) const;
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void operator-=(const Vector2& p_v);
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Vector2 operator*(const Vector2 &p_v1) const;
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Vector2 operator*(const real_t &rvalue) const;
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void operator*=(const real_t &rvalue);
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inline void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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Vector2 operator/(const Vector2 &p_v1) const;
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Vector2 operator/(const real_t &rvalue) const;
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void operator/=(const real_t &rvalue);
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Vector2 operator-() const;
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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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void normalize();
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Vector2 normalized() const;
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real_t length() const;
real_t length_squared() const;
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real_t distance_to(const Vector2& p_vector2) const;
real_t distance_squared_to(const Vector2& p_vector2) const;
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real_t angle_to(const Vector2& p_vector2) const;
real_t angle_to_point(const Vector2& p_vector2) const;
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real_t dot(const Vector2& p_other) const;
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real_t cross(const Vector2& p_other) const;
Vector2 cross(real_t p_other) const;
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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 Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t);
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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;
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Vector2 slide(const Vector2& p_vec) const;
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Vector2 reflect(const Vector2& p_vec) const;
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real_t angle() const;
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void set_rotation(real_t p_radians);
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Vector2 abs() const;
Vector2 rotated(real_t p_by) const;
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Vector2 tangent() const;
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Vector2 floor() const;
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Vector2 snapped(const Vector2& p_by) const;
inline real_t aspect() const { return width/height; }
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operator String() const;
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inline Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; }
inline Vector2() { x=0; y=0; }
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};
inline Vector2 operator*(real_t p_scalar, const Vector2& p_vec)
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{
return p_vec*p_scalar;
}
}
#endif // VECTOR2_H