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- #ifndef VECTOR2_H
- #define VECTOR2_H
- #include <gdnative/vector2.h>
- #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
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