#ifndef GODOT_VECTOR2_HPP #define GODOT_VECTOR2_HPP #include #include namespace godot { class Vector2i; class Vector2 { public: _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; } enum Axis { AXIS_X, AXIS_Y, }; union { real_t x = 0; real_t width; }; union { real_t y = 0; 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; } void normalize(); Vector2 normalized() const; bool is_normalized() const; real_t length() const; real_t length_squared() const; Vector2 min(const Vector2 &p_vector2) const { return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y)); } Vector2 max(const Vector2 &p_vector2) const { return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y)); } 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; inline Vector2 direction_to(const Vector2 &p_to) const; real_t dot(const Vector2 &p_other) const; real_t cross(const Vector2 &p_other) const; Vector2 posmod(const real_t p_mod) const; Vector2 posmodv(const Vector2 &p_modv) const; Vector2 project(const Vector2 &p_to) const; Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const; Vector2 clamped(real_t p_len) const; inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const; inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const; Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const; Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const; Vector2 slide(const Vector2 &p_normal) const; Vector2 bounce(const Vector2 &p_normal) const; Vector2 reflect(const Vector2 &p_normal) const; bool is_equal_approx(const Vector2 &p_v) const; 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); 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); void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; } Vector2 operator-() const; bool operator==(const Vector2 &p_vec2) const; bool operator!=(const Vector2 &p_vec2) const; bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); } bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); } bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); } bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); } real_t angle() const; inline Vector2 abs() const { return Vector2(Math::abs(x), Math::abs(y)); } Vector2 rotated(real_t p_by) const; Vector2 orthogonal() const { return Vector2(y, -x); } Vector2 sign() const; Vector2 floor() const; Vector2 ceil() const; Vector2 round() const; Vector2 snapped(const Vector2 &p_by) const; real_t aspect() const { return width / height; } operator String() const; inline Vector2() {} inline Vector2(real_t p_x, real_t p_y) { x = p_x; y = p_y; } }; inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const { return p_vec - *this * (dot(p_vec) - p_d); } inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } inline Vector2 Vector2::operator+(const Vector2 &p_v) const { return Vector2(x + p_v.x, y + p_v.y); } inline void Vector2::operator+=(const Vector2 &p_v) { x += p_v.x; y += p_v.y; } inline Vector2 Vector2::operator-(const Vector2 &p_v) const { return Vector2(x - p_v.x, y - p_v.y); } inline void Vector2::operator-=(const Vector2 &p_v) { x -= p_v.x; y -= p_v.y; } inline Vector2 Vector2::operator*(const Vector2 &p_v1) const { return Vector2(x * p_v1.x, y * p_v1.y); } inline Vector2 Vector2::operator*(const real_t &rvalue) const { return Vector2(x * rvalue, y * rvalue); } inline void Vector2::operator*=(const real_t &rvalue) { x *= rvalue; y *= rvalue; } inline Vector2 Vector2::operator/(const Vector2 &p_v1) const { return Vector2(x / p_v1.x, y / p_v1.y); } inline Vector2 Vector2::operator/(const real_t &rvalue) const { return Vector2(x / rvalue, y / rvalue); } inline void Vector2::operator/=(const real_t &rvalue) { x /= rvalue; y /= rvalue; } inline Vector2 Vector2::operator-() const { return Vector2(-x, -y); } inline bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } inline bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const { Vector2 res = *this; res.x += (p_weight * (p_to.x - x)); res.y += (p_weight * (p_to.y - y)); return res; } Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const { #ifdef MATH_CHECKS ERR_FAIL_COND_V(!is_normalized(), Vector2()); #endif real_t theta = angle_to(p_to); return rotated(theta * p_weight); } Vector2 Vector2::direction_to(const Vector2 &p_to) const { Vector2 ret(p_to.x - x, p_to.y - y); ret.normalize(); return ret; } typedef Vector2 Size2; typedef Vector2 Point2; } // namespace godot #endif // GODOT_VECTOR2_HPP