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