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- #include "Vector2.hpp"
- #include <gdnative/vector2.h>
- #include "String.hpp"
- namespace godot {
- bool Vector2::operator==(const Vector2 &p_vec2) const {
- return x == p_vec2.x && y == p_vec2.y;
- }
- bool Vector2::operator!=(const Vector2 &p_vec2) const {
- return x != p_vec2.x || y != p_vec2.y;
- }
- Vector2 Vector2::project(const Vector2 &p_vec) const {
- Vector2 v1 = p_vec;
- Vector2 v2 = *this;
- return v2 * (v1.dot(v2) / v2.dot(v2));
- }
- Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
- return p_vec - *this * (dot(p_vec) - p_d);
- }
- Vector2 Vector2::clamped(real_t p_len) const {
- real_t l = length();
- Vector2 v = *this;
- if (l > 0 && p_len < l) {
- v /= l;
- v *= p_len;
- }
- return v;
- }
- Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
- Vector2 p0 = p_pre_a;
- Vector2 p1 = *this;
- Vector2 p2 = p_b;
- Vector2 p3 = p_post_b;
- real_t t = p_t;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
- Vector2 out;
- out = ((p1 * 2.0) +
- (-p0 + p2) * t +
- (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
- (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
- 0.5;
- return out;
- }
- Vector2 Vector2::snapped(const Vector2 &p_by) const {
- return Vector2(
- p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
- p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
- }
- Vector2::operator String() const {
- return String::num(x) + ", " + String::num(y);
- }
- } // namespace godot
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