[Mono] Vector2/3 Project methods
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@ -122,7 +122,7 @@ Vector2 Vector2::rotated(real_t p_by) const {
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}
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Vector2 Vector2::project(const Vector2 &p_b) const {
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return p_b * (dot(p_b) / p_b.dot(p_b));
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return p_b * (dot(p_b) / p_b.length_squared());
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}
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Vector2 Vector2::snapped(const Vector2 &p_by) const {
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@ -241,7 +241,7 @@ real_t Vector3::distance_squared_to(const Vector3 &p_b) const {
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}
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Vector3 Vector3::project(const Vector3 &p_b) const {
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return p_b * (dot(p_b) / p_b.dot(p_b));
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return p_b * (dot(p_b) / p_b.length_squared());
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}
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real_t Vector3::angle_to(const Vector3 &p_b) const {
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@ -184,6 +184,11 @@ namespace Godot
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return result;
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}
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public Vector2 Project(Vector2 onNormal)
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{
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return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
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}
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public Vector2 Reflect(Vector2 n)
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{
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return 2.0f * n * Dot(n) - this;
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@ -210,6 +210,11 @@ namespace Godot
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);
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}
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public Vector3 Project(Vector3 onNormal)
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{
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return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
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}
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public Vector3 Reflect(Vector3 n)
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{
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#if DEBUG
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