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- #ifndef LUA_VECTOR2_H_
- #define LUA_VECTOR2_H_
- namespace gameplay
- {
- // Lua bindings for Vector2.
- int lua_Vector2__gc(lua_State* state);
- int lua_Vector2__init(lua_State* state);
- int lua_Vector2_add(lua_State* state);
- int lua_Vector2_clamp(lua_State* state);
- int lua_Vector2_distance(lua_State* state);
- int lua_Vector2_distanceSquared(lua_State* state);
- int lua_Vector2_dot(lua_State* state);
- int lua_Vector2_isOne(lua_State* state);
- int lua_Vector2_isZero(lua_State* state);
- int lua_Vector2_length(lua_State* state);
- int lua_Vector2_lengthSquared(lua_State* state);
- int lua_Vector2_negate(lua_State* state);
- int lua_Vector2_normalize(lua_State* state);
- int lua_Vector2_rotate(lua_State* state);
- int lua_Vector2_scale(lua_State* state);
- int lua_Vector2_set(lua_State* state);
- int lua_Vector2_smooth(lua_State* state);
- int lua_Vector2_static_add(lua_State* state);
- int lua_Vector2_static_angle(lua_State* state);
- int lua_Vector2_static_clamp(lua_State* state);
- int lua_Vector2_static_dot(lua_State* state);
- int lua_Vector2_static_one(lua_State* state);
- int lua_Vector2_static_subtract(lua_State* state);
- int lua_Vector2_static_unitX(lua_State* state);
- int lua_Vector2_static_unitY(lua_State* state);
- int lua_Vector2_static_zero(lua_State* state);
- int lua_Vector2_subtract(lua_State* state);
- int lua_Vector2_x(lua_State* state);
- int lua_Vector2_y(lua_State* state);
- void luaRegister_Vector2();
- }
- #endif
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