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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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 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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}
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) {
return p_vec * p_scalar;
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}
} // namespace godot
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#endif // VECTOR2_H