2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* vector2.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2018-05-07 21:33:25 +00:00
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#ifndef VECTOR2_H
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#define VECTOR2_H
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2022-03-07 11:15:45 +00:00
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#include "core/error/error_macros.h"
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2018-09-11 16:13:45 +00:00
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#include "core/math/math_funcs.h"
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2018-05-07 21:33:25 +00:00
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2022-02-04 14:35:14 +00:00
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class String;
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2018-08-11 05:32:45 +00:00
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struct Vector2i;
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2022-01-19 19:46:17 +00:00
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struct _NO_DISCARD_ Vector2 {
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2021-05-10 21:43:13 +00:00
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static const int AXIS_COUNT = 2;
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2019-08-05 01:50:28 +00:00
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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2018-05-07 21:33:25 +00:00
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union {
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2021-05-10 21:43:13 +00:00
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struct {
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union {
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real_t x;
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real_t width;
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};
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union {
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real_t y;
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real_t height;
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};
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};
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real_t coord[2] = { 0 };
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2018-05-07 21:33:25 +00:00
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};
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_FORCE_INLINE_ real_t &operator[](int p_idx) {
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2022-03-07 11:15:45 +00:00
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DEV_ASSERT((unsigned int)p_idx < 2);
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2022-02-09 08:17:17 +00:00
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return coord[p_idx];
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2018-05-07 21:33:25 +00:00
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}
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_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
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2022-03-07 11:15:45 +00:00
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DEV_ASSERT((unsigned int)p_idx < 2);
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2022-02-09 08:17:17 +00:00
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return coord[p_idx];
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2018-05-07 21:33:25 +00:00
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}
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2019-11-28 08:48:51 +00:00
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_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
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return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
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2021-05-10 21:43:13 +00:00
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}
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2019-11-28 08:48:51 +00:00
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_FORCE_INLINE_ Vector2::Axis max_axis_index() const {
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return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
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2021-05-10 21:43:13 +00:00
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}
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2018-05-07 21:33:25 +00:00
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void normalize();
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Vector2 normalized() const;
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bool is_normalized() const;
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real_t length() const;
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real_t length_squared() const;
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2021-02-01 05:42:00 +00:00
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Vector2 limit_length(const real_t p_len = 1.0) const;
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2018-05-07 21:33:25 +00:00
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2020-10-08 00:29:49 +00:00
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Vector2 min(const Vector2 &p_vector2) const {
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return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
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}
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Vector2 max(const Vector2 &p_vector2) const {
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return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
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}
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2018-05-07 21:33:25 +00:00
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real_t distance_to(const Vector2 &p_vector2) const;
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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real_t angle_to_point(const Vector2 &p_vector2) const;
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2020-12-07 08:16:31 +00:00
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_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
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2018-05-07 21:33:25 +00:00
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real_t dot(const Vector2 &p_other) const;
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real_t cross(const Vector2 &p_other) const;
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2019-08-05 01:50:28 +00:00
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Vector2 posmod(const real_t p_mod) const;
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Vector2 posmodv(const Vector2 &p_modv) const;
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2020-12-07 08:16:31 +00:00
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Vector2 project(const Vector2 &p_to) const;
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2018-05-07 21:33:25 +00:00
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2021-08-15 14:45:37 +00:00
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Vector2 plane_project(const real_t p_d, const Vector2 &p_vec) const;
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2018-05-07 21:33:25 +00:00
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2021-08-15 14:45:37 +00:00
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_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
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2022-06-27 17:41:32 +00:00
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_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const;
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2022-07-28 19:55:10 +00:00
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_FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
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2022-06-27 17:41:32 +00:00
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_FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
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2022-11-23 03:11:58 +00:00
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_FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
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2022-06-27 17:41:32 +00:00
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2019-04-07 21:40:56 +00:00
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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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2018-05-07 21:33:25 +00:00
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Vector2 slide(const Vector2 &p_normal) const;
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Vector2 bounce(const Vector2 &p_normal) const;
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Vector2 reflect(const Vector2 &p_normal) const;
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2019-10-14 20:33:45 +00:00
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bool is_equal_approx(const Vector2 &p_v) const;
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2022-09-02 00:32:33 +00:00
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bool is_zero_approx() const;
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2022-08-11 08:12:27 +00:00
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bool is_finite() const;
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2019-10-14 20:33:45 +00:00
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2018-05-07 21:33:25 +00:00
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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Vector2 operator-(const Vector2 &p_v) const;
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void operator-=(const Vector2 &p_v);
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Vector2 operator*(const Vector2 &p_v1) const;
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Vector2 operator*(const real_t &rvalue) const;
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void operator*=(const real_t &rvalue);
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void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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Vector2 operator/(const Vector2 &p_v1) const;
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Vector2 operator/(const real_t &rvalue) const;
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void operator/=(const real_t &rvalue);
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2019-04-19 18:54:33 +00:00
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void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
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2018-05-07 21:33:25 +00:00
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Vector2 operator-() const;
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bool operator==(const Vector2 &p_vec2) const;
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bool operator!=(const Vector2 &p_vec2) const;
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2020-09-08 22:10:58 +00:00
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bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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2018-05-07 21:33:25 +00:00
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real_t angle() const;
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2021-04-27 13:53:04 +00:00
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static Vector2 from_angle(const real_t p_angle);
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 abs() const {
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return Vector2(Math::abs(x), Math::abs(y));
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}
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2021-08-15 14:45:37 +00:00
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Vector2 rotated(const real_t p_by) const;
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2020-12-06 18:16:06 +00:00
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Vector2 orthogonal() const {
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2018-05-07 21:33:25 +00:00
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return Vector2(y, -x);
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}
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2019-08-05 01:50:28 +00:00
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Vector2 sign() const;
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2018-05-07 21:33:25 +00:00
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Vector2 floor() const;
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Vector2 ceil() const;
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Vector2 round() const;
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Vector2 snapped(const Vector2 &p_by) const;
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2021-02-01 05:10:52 +00:00
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Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
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2018-05-07 21:33:25 +00:00
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real_t aspect() const { return width / height; }
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2021-02-25 14:54:50 +00:00
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operator String() const;
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2022-02-04 14:35:14 +00:00
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operator Vector2i() const;
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2018-05-07 21:33:25 +00:00
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2020-05-12 15:01:17 +00:00
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_FORCE_INLINE_ Vector2() {}
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2021-08-15 14:45:37 +00:00
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_FORCE_INLINE_ Vector2(const real_t p_x, const real_t p_y) {
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2018-05-07 21:33:25 +00:00
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x = p_x;
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y = p_y;
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}
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};
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2021-08-15 14:45:37 +00:00
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_FORCE_INLINE_ Vector2 Vector2::plane_project(const real_t p_d, const Vector2 &p_vec) const {
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2018-05-07 21:33:25 +00:00
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return p_vec - *this * (dot(p_vec) - p_d);
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}
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_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
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return Vector2(x + p_v.x, y + p_v.y);
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}
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2020-05-14 12:29:06 +00:00
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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2020-05-14 12:29:06 +00:00
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
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return Vector2(x - p_v.x, y - p_v.y);
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}
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2020-05-14 12:29:06 +00:00
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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return Vector2(x * p_v1.x, y * p_v1.y);
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
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return Vector2(x * rvalue, y * rvalue);
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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return Vector2(x / p_v1.x, y / p_v1.y);
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
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return Vector2(x / rvalue, y / rvalue);
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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2020-05-19 13:46:49 +00:00
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}
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
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2019-10-02 20:35:49 +00:00
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return x == p_vec2.x && y == p_vec2.y;
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2018-05-07 21:33:25 +00:00
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}
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2020-05-14 12:29:06 +00:00
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2018-05-07 21:33:25 +00:00
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_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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2019-10-02 20:35:49 +00:00
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return x != p_vec2.x || y != p_vec2.y;
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2018-05-07 21:33:25 +00:00
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}
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2021-08-15 14:45:37 +00:00
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Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
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2018-05-07 21:33:25 +00:00
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Vector2 res = *this;
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2022-11-24 11:09:34 +00:00
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res.x = Math::lerp(res.x, p_to.x, p_weight);
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res.y = Math::lerp(res.y, p_to.y, p_weight);
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2018-05-07 21:33:25 +00:00
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return res;
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}
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2021-08-15 14:45:37 +00:00
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Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
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2021-12-12 20:19:47 +00:00
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real_t start_length_sq = length_squared();
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real_t end_length_sq = p_to.length_squared();
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2022-02-06 11:14:58 +00:00
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if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
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2021-12-12 20:19:47 +00:00
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// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
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return lerp(p_to, p_weight);
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}
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real_t start_length = Math::sqrt(start_length_sq);
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real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
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real_t angle = angle_to(p_to);
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return rotated(angle * p_weight) * (result_length / start_length);
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2018-05-07 21:33:25 +00:00
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}
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2022-06-27 17:41:32 +00:00
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const {
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Vector2 res = *this;
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res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
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res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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return res;
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}
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2022-07-28 19:55:10 +00:00
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Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
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Vector2 res = *this;
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res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
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return res;
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}
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2022-06-27 17:41:32 +00:00
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Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
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Vector2 res = *this;
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2022-11-24 11:09:34 +00:00
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res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
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res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
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return res;
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2022-06-27 17:41:32 +00:00
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}
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2022-11-23 03:11:58 +00:00
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Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
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Vector2 res = *this;
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2022-11-24 11:09:34 +00:00
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res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
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res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
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return res;
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2022-11-23 03:11:58 +00:00
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}
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2020-12-07 08:16:31 +00:00
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Vector2 Vector2::direction_to(const Vector2 &p_to) const {
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Vector2 ret(p_to.x - x, p_to.y - y);
|
2019-03-27 10:51:05 +00:00
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ret.normalize();
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return ret;
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}
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|
2022-02-03 21:16:58 +00:00
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// Multiplication operators required to workaround issues with LLVM using implicit conversion
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// to Vector2i instead for integers where it should not.
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_FORCE_INLINE_ Vector2 operator*(const float p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(const double p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(const int32_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(const int64_t p_scalar, const Vector2 &p_vec) {
|
|
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|
return p_vec * p_scalar;
|
|
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}
|
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|
2018-05-07 21:33:25 +00:00
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typedef Vector2 Size2;
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typedef Vector2 Point2;
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#endif // VECTOR2_H
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