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