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-rw-r--r--core/math/math_2d.cpp156
-rw-r--r--core/math/math_2d.h214
-rw-r--r--core/math/vector2.cpp187
-rw-r--r--core/math/vector2.h250
4 files changed, 438 insertions, 369 deletions
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index a053ffbd93..7fa75cfc3a 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -30,162 +30,6 @@
#include "math_2d.h"
-real_t Vector2::angle() const {
-
- return Math::atan2(y, x);
-}
-
-real_t Vector2::length() const {
-
- return Math::sqrt(x * x + y * y);
-}
-
-real_t Vector2::length_squared() const {
-
- return x * x + y * y;
-}
-
-void Vector2::normalize() {
-
- real_t l = x * x + y * y;
- if (l != 0) {
-
- l = Math::sqrt(l);
- x /= l;
- y /= l;
- }
-}
-
-Vector2 Vector2::normalized() const {
-
- Vector2 v = *this;
- v.normalize();
- return v;
-}
-
-bool Vector2::is_normalized() const {
- // use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
- return Math::is_equal_approx(length_squared(), 1.0);
-}
-
-real_t Vector2::distance_to(const Vector2 &p_vector2) const {
-
- return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
-}
-
-real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
-
- return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
-}
-
-real_t Vector2::angle_to(const Vector2 &p_vector2) const {
-
- return Math::atan2(cross(p_vector2), dot(p_vector2));
-}
-
-real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
-
- return Math::atan2(y - p_vector2.y, x - p_vector2.x);
-}
-
-real_t Vector2::dot(const Vector2 &p_other) const {
-
- return x * p_other.x + y * p_other.y;
-}
-
-real_t Vector2::cross(const Vector2 &p_other) const {
-
- return x * p_other.y - y * p_other.x;
-}
-
-Vector2 Vector2::floor() const {
-
- return Vector2(Math::floor(x), Math::floor(y));
-}
-
-Vector2 Vector2::ceil() const {
-
- return Vector2(Math::ceil(x), Math::ceil(y));
-}
-
-Vector2 Vector2::round() const {
-
- return Vector2(Math::round(x), Math::round(y));
-}
-
-Vector2 Vector2::rotated(real_t p_by) const {
-
- Vector2 v;
- v.set_rotation(angle() + p_by);
- v *= length();
- return v;
-}
-
-Vector2 Vector2::project(const Vector2 &p_vec) const {
-
- Vector2 v1 = p_vec;
- Vector2 v2 = *this;
- return v2 * (v1.dot(v2) / v2.dot(v2));
-}
-
-Vector2 Vector2::snapped(const Vector2 &p_by) const {
-
- return Vector2(
- Math::stepify(x, p_by.x),
- Math::stepify(y, p_by.y));
-}
-
-Vector2 Vector2::clamped(real_t p_len) const {
-
- real_t l = length();
- Vector2 v = *this;
- if (l > 0 && p_len < l) {
-
- v /= l;
- v *= p_len;
- }
-
- return v;
-}
-
-Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
-
- Vector2 p0 = p_pre_a;
- Vector2 p1 = *this;
- Vector2 p2 = p_b;
- Vector2 p3 = p_post_b;
-
- real_t t = p_t;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- Vector2 out;
- out = 0.5 * ((p1 * 2.0) +
- (-p0 + p2) * t +
- (2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
- (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
- return out;
-}
-
-// slide returns the component of the vector along the given plane, specified by its normal vector.
-Vector2 Vector2::slide(const Vector2 &p_normal) const {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
-#endif
- return *this - p_normal * this->dot(p_normal);
-}
-
-Vector2 Vector2::bounce(const Vector2 &p_normal) const {
- return -reflect(p_normal);
-}
-
-Vector2 Vector2::reflect(const Vector2 &p_normal) const {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
-#endif
- return 2.0 * p_normal * this->dot(p_normal) - *this;
-}
-
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index 25c39e5d7a..d9694388a9 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -33,6 +33,7 @@
#include "math_funcs.h"
#include "ustring.h"
+#include "vector2.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@@ -72,219 +73,6 @@ enum VAlign {
VALIGN_BOTTOM
};
-struct Vector2 {
-
- union {
- real_t x;
- real_t width;
- };
- union {
- real_t y;
- real_t height;
- };
-
- _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;
- }
-
- void normalize();
- Vector2 normalized() const;
- bool is_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 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;
-
- _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
- _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
- _FORCE_INLINE_ Vector2 slerp(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_normal) const;
- Vector2 bounce(const Vector2 &p_normal) const;
- Vector2 reflect(const Vector2 &p_normal) const;
-
- 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);
- 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;
-
- 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); }
-
- real_t angle() const;
-
- void set_rotation(real_t p_radians) {
-
- x = Math::cos(p_radians);
- y = Math::sin(p_radians);
- }
-
- _FORCE_INLINE_ Vector2 abs() const {
-
- return Vector2(Math::abs(x), Math::abs(y));
- }
-
- Vector2 rotated(real_t p_by) const;
- Vector2 tangent() const {
-
- return Vector2(y, -x);
- }
-
- Vector2 floor() const;
- Vector2 ceil() const;
- Vector2 round() const;
- Vector2 snapped(const Vector2 &p_by) const;
- real_t aspect() const { return width / height; }
-
- operator String() const { return String::num(x) + ", " + String::num(y); }
-
- _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
- x = p_x;
- y = p_y;
- }
- _FORCE_INLINE_ Vector2() {
- x = 0;
- y = 0;
- }
-};
-
-_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
-
- return p_vec - *this * (dot(p_vec) - p_d);
-}
-
-_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
-
- return p_vec * p_scalar;
-}
-
-_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
-
- return Vector2(x + p_v.x, y + p_v.y);
-}
-_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
-
- x += p_v.x;
- y += p_v.y;
-}
-_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
-
- return Vector2(x - p_v.x, y - p_v.y);
-}
-_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
-
- x -= p_v.x;
- y -= p_v.y;
-}
-
-_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
-
- return Vector2(x * p_v1.x, y * p_v1.y);
-};
-
-_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
-
- return Vector2(x * rvalue, y * rvalue);
-};
-_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
-
- x *= rvalue;
- y *= rvalue;
-};
-
-_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
-
- return Vector2(x / p_v1.x, y / p_v1.y);
-};
-
-_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
-
- return Vector2(x / rvalue, y / rvalue);
-};
-
-_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
-
- x /= rvalue;
- y /= rvalue;
-};
-
-_FORCE_INLINE_ Vector2 Vector2::operator-() const {
-
- return Vector2(-x, -y);
-}
-
-_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
-
- return x == p_vec2.x && y == p_vec2.y;
-}
-_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
-
- return x != p_vec2.x || y != p_vec2.y;
-}
-
-Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
-
- Vector2 res = *this;
-
- res.x += (p_t * (p_b.x - x));
- res.y += (p_t * (p_b.y - y));
-
- return res;
-}
-
-Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(is_normalized() == false, Vector2());
-#endif
- real_t theta = angle_to(p_b);
- return rotated(theta * p_t);
-}
-
-Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
-
- Vector2 res = p_a;
-
- res.x += (p_t * (p_b.x - p_a.x));
- res.y += (p_t * (p_b.y - p_a.y));
-
- return res;
-}
-
-typedef Vector2 Size2;
-typedef Vector2 Point2;
-
struct Transform2D;
struct Rect2 {
diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp
new file mode 100644
index 0000000000..8e59ddbd07
--- /dev/null
+++ b/core/math/vector2.cpp
@@ -0,0 +1,187 @@
+/*************************************************************************/
+/* vector2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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. */
+/*************************************************************************/
+
+#include "vector2.h"
+
+real_t Vector2::angle() const {
+
+ return Math::atan2(y, x);
+}
+
+real_t Vector2::length() const {
+
+ return Math::sqrt(x * x + y * y);
+}
+
+real_t Vector2::length_squared() const {
+
+ return x * x + y * y;
+}
+
+void Vector2::normalize() {
+
+ real_t l = x * x + y * y;
+ if (l != 0) {
+
+ l = Math::sqrt(l);
+ x /= l;
+ y /= l;
+ }
+}
+
+Vector2 Vector2::normalized() const {
+
+ Vector2 v = *this;
+ v.normalize();
+ return v;
+}
+
+bool Vector2::is_normalized() const {
+ // use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
+ return Math::is_equal_approx(length_squared(), 1.0);
+}
+
+real_t Vector2::distance_to(const Vector2 &p_vector2) const {
+
+ return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
+}
+
+real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
+
+ return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
+}
+
+real_t Vector2::angle_to(const Vector2 &p_vector2) const {
+
+ return Math::atan2(cross(p_vector2), dot(p_vector2));
+}
+
+real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
+
+ return Math::atan2(y - p_vector2.y, x - p_vector2.x);
+}
+
+real_t Vector2::dot(const Vector2 &p_other) const {
+
+ return x * p_other.x + y * p_other.y;
+}
+
+real_t Vector2::cross(const Vector2 &p_other) const {
+
+ return x * p_other.y - y * p_other.x;
+}
+
+Vector2 Vector2::floor() const {
+
+ return Vector2(Math::floor(x), Math::floor(y));
+}
+
+Vector2 Vector2::ceil() const {
+
+ return Vector2(Math::ceil(x), Math::ceil(y));
+}
+
+Vector2 Vector2::round() const {
+
+ return Vector2(Math::round(x), Math::round(y));
+}
+
+Vector2 Vector2::rotated(real_t p_by) const {
+
+ Vector2 v;
+ v.set_rotation(angle() + p_by);
+ v *= length();
+ return v;
+}
+
+Vector2 Vector2::project(const Vector2 &p_vec) const {
+
+ Vector2 v1 = p_vec;
+ Vector2 v2 = *this;
+ return v2 * (v1.dot(v2) / v2.dot(v2));
+}
+
+Vector2 Vector2::snapped(const Vector2 &p_by) const {
+
+ return Vector2(
+ Math::stepify(x, p_by.x),
+ Math::stepify(y, p_by.y));
+}
+
+Vector2 Vector2::clamped(real_t p_len) const {
+
+ real_t l = length();
+ Vector2 v = *this;
+ if (l > 0 && p_len < l) {
+
+ v /= l;
+ v *= p_len;
+ }
+
+ return v;
+}
+
+Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
+
+ Vector2 p0 = p_pre_a;
+ Vector2 p1 = *this;
+ Vector2 p2 = p_b;
+ Vector2 p3 = p_post_b;
+
+ real_t t = p_t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
+
+ Vector2 out;
+ out = 0.5 * ((p1 * 2.0) +
+ (-p0 + p2) * t +
+ (2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
+ (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
+ return out;
+}
+
+// slide returns the component of the vector along the given plane, specified by its normal vector.
+Vector2 Vector2::slide(const Vector2 &p_normal) const {
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
+#endif
+ return *this - p_normal * this->dot(p_normal);
+}
+
+Vector2 Vector2::bounce(const Vector2 &p_normal) const {
+ return -reflect(p_normal);
+}
+
+Vector2 Vector2::reflect(const Vector2 &p_normal) const {
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
+#endif
+ return 2.0 * p_normal * this->dot(p_normal) - *this;
+}
diff --git a/core/math/vector2.h b/core/math/vector2.h
new file mode 100644
index 0000000000..809cedf9c9
--- /dev/null
+++ b/core/math/vector2.h
@@ -0,0 +1,250 @@
+/*************************************************************************/
+/* vector2.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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. */
+/*************************************************************************/
+
+#ifndef VECTOR2_H
+#define VECTOR2_H
+
+#include "math_funcs.h"
+#include "ustring.h"
+
+struct Vector2 {
+
+ union {
+ real_t x;
+ real_t width;
+ };
+ union {
+ real_t y;
+ real_t height;
+ };
+
+ _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;
+ }
+
+ void normalize();
+ Vector2 normalized() const;
+ bool is_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 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;
+
+ _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
+ _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
+ _FORCE_INLINE_ Vector2 slerp(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_normal) const;
+ Vector2 bounce(const Vector2 &p_normal) const;
+ Vector2 reflect(const Vector2 &p_normal) const;
+
+ 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);
+ 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;
+
+ 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); }
+
+ real_t angle() const;
+
+ void set_rotation(real_t p_radians) {
+
+ x = Math::cos(p_radians);
+ y = Math::sin(p_radians);
+ }
+
+ _FORCE_INLINE_ Vector2 abs() const {
+
+ return Vector2(Math::abs(x), Math::abs(y));
+ }
+
+ Vector2 rotated(real_t p_by) const;
+ Vector2 tangent() const {
+
+ return Vector2(y, -x);
+ }
+
+ Vector2 floor() const;
+ Vector2 ceil() const;
+ Vector2 round() const;
+ Vector2 snapped(const Vector2 &p_by) const;
+ real_t aspect() const { return width / height; }
+
+ operator String() const { return String::num(x) + ", " + String::num(y); }
+
+ _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
+ x = p_x;
+ y = p_y;
+ }
+ _FORCE_INLINE_ Vector2() {
+ x = 0;
+ y = 0;
+ }
+};
+
+_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
+
+ return p_vec - *this * (dot(p_vec) - p_d);
+}
+
+_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
+
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
+
+ return Vector2(x + p_v.x, y + p_v.y);
+}
+_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
+
+ x += p_v.x;
+ y += p_v.y;
+}
+_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
+
+ return Vector2(x - p_v.x, y - p_v.y);
+}
+_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
+
+ x -= p_v.x;
+ y -= p_v.y;
+}
+
+_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
+
+ return Vector2(x * p_v1.x, y * p_v1.y);
+};
+
+_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
+
+ return Vector2(x * rvalue, y * rvalue);
+};
+_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
+
+ x *= rvalue;
+ y *= rvalue;
+};
+
+_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
+
+ return Vector2(x / p_v1.x, y / p_v1.y);
+};
+
+_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
+
+ return Vector2(x / rvalue, y / rvalue);
+};
+
+_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
+
+ x /= rvalue;
+ y /= rvalue;
+};
+
+_FORCE_INLINE_ Vector2 Vector2::operator-() const {
+
+ return Vector2(-x, -y);
+}
+
+_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
+
+ return x == p_vec2.x && y == p_vec2.y;
+}
+_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
+
+ return x != p_vec2.x || y != p_vec2.y;
+}
+
+Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
+
+ Vector2 res = *this;
+
+ res.x += (p_t * (p_b.x - x));
+ res.y += (p_t * (p_b.y - y));
+
+ return res;
+}
+
+Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_normalized() == false, Vector2());
+#endif
+ real_t theta = angle_to(p_b);
+ return rotated(theta * p_t);
+}
+
+Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
+
+ Vector2 res = p_a;
+
+ res.x += (p_t * (p_b.x - p_a.x));
+ res.y += (p_t * (p_b.y - p_a.y));
+
+ return res;
+}
+
+typedef Vector2 Size2;
+typedef Vector2 Point2;
+
+#endif // VECTOR2_H