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Vec2 Class Reference

Defines a 2-element floating point vector. More...

Public Member Functions

 Vec2 ()
 Constructs a new vector initialized to all zeros.
 
 Vec2 ()
 Constructs a new vector initialized to all zeros.
 
 Vec2 ()
 Constructs a new vector initialized to all zeros.
 
 Vec2 (float xx, float yy)
 Constructs a new vector initialized to the specified values. More...
 
 Vec2 ( var xx, var yy)
 Constructs a new vector initialized to the specified values. More...
 
 Vec2 ( local xx, local yy)
 Constructs a new vector initialized to the specified values. More...
 
 Vec2 (const float *array)
 Constructs a new vector from the values in the specified array. More...
 
 Vec2 (const Vec2 &p1, const Vec2 &p2)
 Constructs a vector that describes the direction between the specified points. More...
 
 Vec2 (const Vec2 &copy)
 Constructs a new vector that is a copy of the specified vector. More...
 
 ~Vec2 ()
 Destructor.
 
bool isZero () const
 Indicates whether this vector contains all zeros. More...
 
var isZero ()
 Indicates whether this vector contains all zeros. More...
 
local isZero ()
 Indicates whether this vector contains all zeros. More...
 
bool isOne () const
 Indicates whether this vector contains all ones. More...
 
var isOne ()
 Indicates whether this vector contains all ones. More...
 
local isOne ()
 Indicates whether this vector contains all ones. More...
 
void add (const Vec2 &v)
 Adds the elements of the specified vector to this one. More...
 
var add ( var v)
 Adds the elements of the specified vector to this one. More...
 
local add ( local v)
 Adds the elements of the specified vector to this one. More...
 
void clamp (const Vec2 &min, const Vec2 &max)
 Clamps this vector within the specified range. More...
 
float distance (const Vec2 &v) const
 Returns the distance between this point and v. More...
 
float distanceSquared (const Vec2 &v) const
 Returns the squared distance between this point and v. More...
 
float dot (const Vec2 &v) const
 Returns the dot product of this vector and the specified vector. More...
 
float length () const
 Computes the length of this vector. More...
 
float lengthSquared () const
 Returns the squared length of this vector. More...
 
var lengthSquared ()
 Returns the squared length of this vector. More...
 
local lengthSquared ()
 Returns the squared length of this vector. More...
 
void negate ()
 Negates this vector.
 
var negate ()
 Negates this vector.
 
local negate ()
 Negates this vector.
 
void normalize ()
 Normalizes this vector. More...
 
var normalize ()
 Normalizes this vector. More...
 
local normalize ()
 Normalizes this vector. More...
 
Vec2 getNormalized () const
 Get the normalized vector.
 
var getNormalized ()
 Get the normalized vector.
 
local getNormalized ()
 Get the normalized vector.
 
void scale (float scalar)
 Scales all elements of this vector by the specified value. More...
 
var scale ( var scalar)
 Scales all elements of this vector by the specified value. More...
 
local scale ( local scalar)
 Scales all elements of this vector by the specified value. More...
 
void scale (const Vec2 &scale)
 Scales each element of this vector by the matching component of scale. More...
 
void rotate (const Vec2 &point, float angle)
 Rotates this vector by angle (specified in radians) around the given point. More...
 
var rotate ( var point, var angle)
 Rotates this vector by angle (specified in radians) around the given point. More...
 
local rotate ( local point, local angle)
 Rotates this vector by angle (specified in radians) around the given point. More...
 
void set (float xx, float yy)
 Sets the elements of this vector to the specified values. More...
 
void set (const float *array)
 Sets the elements of this vector from the values in the specified array. More...
 
void set (const Vec2 &v)
 Sets the elements of this vector to those in the specified vector. More...
 
void set (const Vec2 &p1, const Vec2 &p2)
 Sets this vector to the directional vector between the specified points. More...
 
var set ( var p1, var p2)
 Sets this vector to the directional vector between the specified points. More...
 
local set ( local p1, local p2)
 Sets this vector to the directional vector between the specified points. More...
 
void setZero ()
 Sets the elements of this vector to zero.
 
void subtract (const Vec2 &v)
 Subtracts this vector and the specified vector as (this - v) and stores the result in this vector. More...
 
var subtract ( var v)
 Subtracts this vector and the specified vector as (this - v) and stores the result in this vector. More...
 
local subtract ( local v)
 Subtracts this vector and the specified vector as (this - v) and stores the result in this vector. More...
 
void smooth (const Vec2 &target, float elapsedTime, float responseTime)
 Updates this vector towards the given target using a smoothing function. More...
 
local smooth ( local target, local elapsedTime, local responseTime)
 Updates this vector towards the given target using a smoothing function. More...
 
const Vec2 operator+ (const Vec2 &v) const
 Calculates the sum of this vector with the given vector. More...
 
Vec2operator+= (const Vec2 &v)
 Adds the given vector to this vector. More...
 
const Vec2 operator- (const Vec2 &v) const
 Calculates the difference of this vector with the given vector. More...
 
Vec2operator-= (const Vec2 &v)
 Subtracts the given vector from this vector. More...
 
const Vec2 operator- () const
 Calculates the negation of this vector. More...
 
const Vec2 operator* (float s) const
 Calculates the scalar product of this vector with the given value. More...
 
Vec2operator*= (float s)
 Scales this vector by the given value. More...
 
const Vec2 operator/ (float s) const
 Returns the components of this vector divided by the given constant Note: this does not modify this vector. More...
 
bool operator< (const Vec2 &v) const
 Determines if this vector is less than the given vector. More...
 
bool operator> (const Vec2 &v) const
 Determines if this vector is greater than the given vector. More...
 
bool operator== (const Vec2 &v) const
 Determines if this vector is equal to the given vector. More...
 
bool operator!= (const Vec2 &v) const
 Determines if this vector is not equal to the given vector. More...
 
void setPoint (float xx, float yy)
 Sets the elements of this point to the specified values. More...
 
bool equals (const Vec2 &target) const
 Determines if this point is equal to the given point. More...
 
bool fuzzyEquals (const Vec2 &target, float variance) const
float getLength () const
 Calculates distance between point an origin. More...
 
float getLengthSq () const
 Calculates the square length of a Vec2 (not calling sqrt() ) the square of distance.
 
float getDistanceSq (const Vec2 &other) const
 Calculates the square distance between two points (not calling sqrt() ) the square of distance.
 
float getDistance (const Vec2 &other) const
 Calculates the distance between two points distance between two points.
 
float getAngle () const
float getAngle (const Vec2 &other) const
float cross (const Vec2 &other) const
 Calculates cross product of two vectors. More...
 
Vec2 getPerp () const
 Calculates perpendicular of v, rotated 90 degrees counter-clockwise – cross(v, perp(v)) >= 0 new vector.
 
Vec2 getMidpoint (const Vec2 &other) const
 Calculates midpoint between two points. More...
 
Vec2 getClampPoint (const Vec2 &min_inclusive, const Vec2 &max_inclusive) const
 Clamp a point between from and to.
 
Vec2 compOp (std::function< float(float)> function) const
 Run a math operation function on each point component absf, floorf, ceilf, roundf any function that has the signature: float func(float); For example: let's try to take the floor of x,y p.compOp(floorf);.
 
Vec2 getRPerp () const
 Calculates perpendicular of v, rotated 90 degrees clockwise – cross(v, rperp(v)) <= 0 Vec2 the result of rotated vector.
 
Vec2 project (const Vec2 &other) const
 Calculates the projection of this over other. More...
 
Vec2 rotate (const Vec2 &other) const
 Complex multiplication of two points ("rotates" two points). More...
 
Vec2 unrotate (const Vec2 &other) const
 Unrotates two points. More...
 
Vec2 lerp (const Vec2 &other, float alpha) const
 Linear Interpolation between two points a and b The point to compute the linear interpolation with. More...
 
Vec2 rotateByAngle (const Vec2 &pivot, float angle) const
 Rotates a point counter clockwise by the angle around a pivot is the pivot, naturally. More...
 

Static Public Member Functions

static float angle (const Vec2 &v1, const Vec2 &v2)
 Returns the angle (in radians) between the specified vectors. More...
 
static void add (const Vec2 &v1, const Vec2 &v2, Vec2 *dst)
 Adds the specified vectors and stores the result in dst. More...
 
static void clamp (const Vec2 &v, const Vec2 &min, const Vec2 &max, Vec2 *dst)
 Clamps the specified vector within the specified range and returns it in dst. More...
 
var clamp ( var v, var min, var max, var dst)
 Clamps the specified vector within the specified range and returns it in dst. More...
 
local clamp ( local v, local min, local max, local dst)
 Clamps the specified vector within the specified range and returns it in dst. More...
 
static float dot (const Vec2 &v1, const Vec2 &v2)
 Returns the dot product between the specified vectors. More...
 
local dot ( local v1, local v2)
 Returns the dot product between the specified vectors. More...
 
static void subtract (const Vec2 &v1, const Vec2 &v2, Vec2 *dst)
 Subtracts the specified vectors and stores the result in dst. More...
 
var subtract ( var v1, var v2, var dst)
 Subtracts the specified vectors and stores the result in dst. More...
 
local subtract ( local v1, local v2, local dst)
 Subtracts the specified vectors and stores the result in dst. More...
 
static bool isLineIntersect (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, float *S=nullptr, float *T=nullptr)
 A general line-line intersection test the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) the range for a hitpoint in L1 (p = A + S*(B - A)) the range for a hitpoint in L2 (p = C + T*(D - C)) whether these two lines interects. More...
 
static bool isLineOverlap (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)
 returns true if Line A-B overlap with segment C-D the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) whether these two lines overlap.
 
static bool isLineParallel (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)
 returns true if Line A-B parallel with segment C-D the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) whether these two lines is parallel.
 
static bool isSegmentOverlap (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, Vec2 *S=nullptr, Vec2 *E=nullptr)
 returns true if Segment A-B overlap with segment C-D the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) the start point the endpoint whether these two lines overlap.
 
static bool isSegmentIntersect (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)
 returns true if Segment A-B intersects with segment C-D the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) whether these two lines interects.
 
static Vec2 getIntersectPoint (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)
 returns the intersection point of line A-B, C-D the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) the intersection point.
 

Public Attributes

float x
 The x coordinate.
 
var x
 The x coordinate.
 
local x
 The x coordinate.
 
float y
 The y coordinate.
 
var y
 The y coordinate.
 
local y
 The y coordinate.
 

Static Public Attributes

static const Vec2 ZERO
 equals to Vec2(0,0)
 
var ZERO
 equals to Vec2(0,0)
 
static const Vec2 ONE
 equals to Vec2(1,1)
 
var ONE
 equals to Vec2(1,1)
 
local ONE
 equals to Vec2(1,1)
 
static const Vec2 UNIT_X
 equals to Vec2(1,0)
 
var UNIT_X
 equals to Vec2(1,0)
 
local UNIT_X
 equals to Vec2(1,0)
 
static const Vec2 UNIT_Y
 equals to Vec2(0,1)
 
var UNIT_Y
 equals to Vec2(0,1)
 
local UNIT_Y
 equals to Vec2(0,1)
 
static const Vec2 ANCHOR_MIDDLE
 equals to Vec2(0.5, 0.5)
 
var ANCHOR_MIDDLE
 equals to Vec2(0.5, 0.5)
 
local ANCHOR_MIDDLE
 equals to Vec2(0.5, 0.5)
 
static const Vec2 ANCHOR_BOTTOM_LEFT
 equals to Vec2(0, 0)
 
var ANCHOR_BOTTOM_LEFT
 equals to Vec2(0, 0)
 
local ANCHOR_BOTTOM_LEFT
 equals to Vec2(0, 0)
 
static const Vec2 ANCHOR_TOP_LEFT
 equals to Vec2(0, 1)
 
var ANCHOR_TOP_LEFT
 equals to Vec2(0, 1)
 
local ANCHOR_TOP_LEFT
 equals to Vec2(0, 1)
 
static const Vec2 ANCHOR_BOTTOM_RIGHT
 equals to Vec2(1, 0)
 
var ANCHOR_BOTTOM_RIGHT
 equals to Vec2(1, 0)
 
local ANCHOR_BOTTOM_RIGHT
 equals to Vec2(1, 0)
 
static const Vec2 ANCHOR_TOP_RIGHT
 equals to Vec2(1, 1)
 
var ANCHOR_TOP_RIGHT
 equals to Vec2(1, 1)
 
local ANCHOR_TOP_RIGHT
 equals to Vec2(1, 1)
 
static const Vec2 ANCHOR_MIDDLE_RIGHT
 equals to Vec2(1, 0.5)
 
var ANCHOR_MIDDLE_RIGHT
 equals to Vec2(1, 0.5)
 
local ANCHOR_MIDDLE_RIGHT
 equals to Vec2(1, 0.5)
 
static const Vec2 ANCHOR_MIDDLE_LEFT
 equals to Vec2(0, 0.5)
 
var ANCHOR_MIDDLE_LEFT
 equals to Vec2(0, 0.5)
 
local ANCHOR_MIDDLE_LEFT
 equals to Vec2(0, 0.5)
 
static const Vec2 ANCHOR_MIDDLE_TOP
 equals to Vec2(0.5, 1)
 
var ANCHOR_MIDDLE_TOP
 equals to Vec2(0.5, 1)
 
local ANCHOR_MIDDLE_TOP
 equals to Vec2(0.5, 1)
 
static const Vec2 ANCHOR_MIDDLE_BOTTOM
 equals to Vec2(0.5, 0)
 
var ANCHOR_MIDDLE_BOTTOM
 equals to Vec2(0.5, 0)
 
local ANCHOR_MIDDLE_BOTTOM
 equals to Vec2(0.5, 0)
 

Detailed Description

Defines a 2-element floating point vector.

Constructor & Destructor Documentation

Vec2 ( float  xx,
float  yy 
)

Constructs a new vector initialized to the specified values.

The x coordinate. The y coordinate.

var Vec2 ( var  xx,
var  yy 
)

Constructs a new vector initialized to the specified values.

The x coordinate. The y coordinate.

local Vec2 ( local  xx,
local  yy 
)

Constructs a new vector initialized to the specified values.

The x coordinate. The y coordinate.

Vec2 ( const float *  array)

Constructs a new vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

var Vec2 ( var  array)

Constructs a new vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

local Vec2 ( local  array)

Constructs a new vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

Vec2 ( const Vec2 p1,
const Vec2 p2 
)

Constructs a vector that describes the direction between the specified points.

The first point. The second point.

var Vec2 ( var  p1,
var  p2 
)

Constructs a vector that describes the direction between the specified points.

The first point. The second point.

local Vec2 ( local  p1,
local  p2 
)

Constructs a vector that describes the direction between the specified points.

The first point. The second point.

Vec2 ( const Vec2 copy)

Constructs a new vector that is a copy of the specified vector.

The vector to copy.

var Vec2 ( var  copy)

Constructs a new vector that is a copy of the specified vector.

The vector to copy.

local Vec2 ( local  copy)

Constructs a new vector that is a copy of the specified vector.

The vector to copy.

Member Function Documentation

bool isZero ( ) const
inline

Indicates whether this vector contains all zeros.

true if this vector contains all zeros, false otherwise.

var isZero ( )
inline

Indicates whether this vector contains all zeros.

true if this vector contains all zeros, false otherwise.

local isZero ( )
inline

Indicates whether this vector contains all zeros.

true if this vector contains all zeros, false otherwise.

bool isOne ( ) const
inline

Indicates whether this vector contains all ones.

true if this vector contains all ones, false otherwise.

var isOne ( )
inline

Indicates whether this vector contains all ones.

true if this vector contains all ones, false otherwise.

local isOne ( )
inline

Indicates whether this vector contains all ones.

true if this vector contains all ones, false otherwise.

static float angle ( const Vec2 v1,
const Vec2 v2 
)
static

Returns the angle (in radians) between the specified vectors.

The first vector. The second vector. The angle between the two vectors (in radians).

var angle ( var  v1,
var  v2 
)
static

Returns the angle (in radians) between the specified vectors.

The first vector. The second vector. The angle between the two vectors (in radians).

local angle ( local  v1,
local  v2 
)
static

Returns the angle (in radians) between the specified vectors.

The first vector. The second vector. The angle between the two vectors (in radians).

void add ( const Vec2 v)
inline

Adds the elements of the specified vector to this one.

The vector to add.

var add ( var  v)
inline

Adds the elements of the specified vector to this one.

The vector to add.

local add ( local  v)
inline

Adds the elements of the specified vector to this one.

The vector to add.

static void add ( const Vec2 v1,
const Vec2 v2,
Vec2 dst 
)
static

Adds the specified vectors and stores the result in dst.

The first vector. The second vector. A vector to store the result in.

var add ( var  v1,
var  v2,
var  dst 
)
static

Adds the specified vectors and stores the result in dst.

The first vector. The second vector. A vector to store the result in.

local add ( local  v1,
local  v2,
local  dst 
)
static

Adds the specified vectors and stores the result in dst.

The first vector. The second vector. A vector to store the result in.

void clamp ( const Vec2 min,
const Vec2 max 
)

Clamps this vector within the specified range.

The minimum value. The maximum value.

var clamp ( var  min,
var  max 
)

Clamps this vector within the specified range.

The minimum value. The maximum value.

local clamp ( local  min,
local  max 
)

Clamps this vector within the specified range.

The minimum value. The maximum value.

static void clamp ( const Vec2 v,
const Vec2 min,
const Vec2 max,
Vec2 dst 
)
static

Clamps the specified vector within the specified range and returns it in dst.

The vector to clamp. The minimum value. The maximum value. A vector to store the result in.

var clamp ( var  v,
var  min,
var  max,
var  dst 
)
static

Clamps the specified vector within the specified range and returns it in dst.

The vector to clamp. The minimum value. The maximum value. A vector to store the result in.

local clamp ( local  v,
local  min,
local  max,
local  dst 
)
static

Clamps the specified vector within the specified range and returns it in dst.

The vector to clamp. The minimum value. The maximum value. A vector to store the result in.

float distance ( const Vec2 v) const

Returns the distance between this point and v.

The other point. The distance between this point and v.

var distance ( var  v)

Returns the distance between this point and v.

The other point. The distance between this point and v.

local distance ( local  v)

Returns the distance between this point and v.

The other point. The distance between this point and v.

float distanceSquared ( const Vec2 v) const
inline

Returns the squared distance between this point and v.

When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.

The other point. The squared distance between this point and v.

var distanceSquared ( var  v)
inline

Returns the squared distance between this point and v.

When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.

The other point. The squared distance between this point and v.

local distanceSquared ( local  v)
inline

Returns the squared distance between this point and v.

When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.

The other point. The squared distance between this point and v.

float dot ( const Vec2 v) const
inline

Returns the dot product of this vector and the specified vector.

The vector to compute the dot product with. The dot product.

var dot ( var  v)
inline

Returns the dot product of this vector and the specified vector.

The vector to compute the dot product with. The dot product.

local dot ( local  v)
inline

Returns the dot product of this vector and the specified vector.

The vector to compute the dot product with. The dot product.

static float dot ( const Vec2 v1,
const Vec2 v2 
)
static

Returns the dot product between the specified vectors.

The first vector. The second vector. The dot product between the vectors.

var dot ( var  v1,
var  v2 
)
static

Returns the dot product between the specified vectors.

The first vector. The second vector. The dot product between the vectors.

local dot ( local  v1,
local  v2 
)
static

Returns the dot product between the specified vectors.

The first vector. The second vector. The dot product between the vectors.

float length ( ) const

Computes the length of this vector.

The length of the vector.

var length ( )

Computes the length of this vector.

The length of the vector.

local length ( )

Computes the length of this vector.

The length of the vector.

float lengthSquared ( ) const
inline

Returns the squared length of this vector.

When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.

The squared length of the vector.

var lengthSquared ( )
inline

Returns the squared length of this vector.

When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.

The squared length of the vector.

local lengthSquared ( )
inline

Returns the squared length of this vector.

When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.

The squared length of the vector.

void normalize ( )

Normalizes this vector.

This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.

var normalize ( )

Normalizes this vector.

This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.

local normalize ( )

Normalizes this vector.

This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.

void scale ( float  scalar)
inline

Scales all elements of this vector by the specified value.

The scalar value.

var scale ( var  scalar)
inline

Scales all elements of this vector by the specified value.

The scalar value.

local scale ( local  scalar)
inline

Scales all elements of this vector by the specified value.

The scalar value.

void scale ( const Vec2 scale)
inline

Scales each element of this vector by the matching component of scale.

The vector to scale by.

var scale ( var  scale)
inline

Scales each element of this vector by the matching component of scale.

The vector to scale by.

local scale ( local  scale)
inline

Scales each element of this vector by the matching component of scale.

The vector to scale by.

void rotate ( const Vec2 point,
float  angle 
)

Rotates this vector by angle (specified in radians) around the given point.

The point to rotate around. The angle to rotate by (in radians).

var rotate ( var  point,
var  angle 
)

Rotates this vector by angle (specified in radians) around the given point.

The point to rotate around. The angle to rotate by (in radians).

local rotate ( local  point,
local  angle 
)

Rotates this vector by angle (specified in radians) around the given point.

The point to rotate around. The angle to rotate by (in radians).

void set ( float  xx,
float  yy 
)
inline

Sets the elements of this vector to the specified values.

The new x coordinate. The new y coordinate.

var set ( var  xx,
var  yy 
)
inline

Sets the elements of this vector to the specified values.

The new x coordinate. The new y coordinate.

local set ( local  xx,
local  yy 
)
inline

Sets the elements of this vector to the specified values.

The new x coordinate. The new y coordinate.

void set ( const float *  array)

Sets the elements of this vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

var set ( var  array)

Sets the elements of this vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

local set ( local  array)

Sets the elements of this vector from the values in the specified array.

An array containing the elements of the vector in the order x, y.

void set ( const Vec2 v)
inline

Sets the elements of this vector to those in the specified vector.

The vector to copy.

var set ( var  v)
inline

Sets the elements of this vector to those in the specified vector.

The vector to copy.

local set ( local  v)
inline

Sets the elements of this vector to those in the specified vector.

The vector to copy.

void set ( const Vec2 p1,
const Vec2 p2 
)
inline

Sets this vector to the directional vector between the specified points.

The first point. The second point.

var set ( var  p1,
var  p2 
)
inline

Sets this vector to the directional vector between the specified points.

The first point. The second point.

local set ( local  p1,
local  p2 
)
inline

Sets this vector to the directional vector between the specified points.

The first point. The second point.

void subtract ( const Vec2 v)
inline

Subtracts this vector and the specified vector as (this - v) and stores the result in this vector.

The vector to subtract.

var subtract ( var  v)
inline

Subtracts this vector and the specified vector as (this - v) and stores the result in this vector.

The vector to subtract.

local subtract ( local  v)
inline

Subtracts this vector and the specified vector as (this - v) and stores the result in this vector.

The vector to subtract.

static void subtract ( const Vec2 v1,
const Vec2 v2,
Vec2 dst 
)
static

Subtracts the specified vectors and stores the result in dst.

The resulting vector is computed as (v1 - v2).

The first vector. The second vector. The destination vector.

var subtract ( var  v1,
var  v2,
var  dst 
)
static

Subtracts the specified vectors and stores the result in dst.

The resulting vector is computed as (v1 - v2).

The first vector. The second vector. The destination vector.

local subtract ( local  v1,
local  v2,
local  dst 
)
static

Subtracts the specified vectors and stores the result in dst.

The resulting vector is computed as (v1 - v2).

The first vector. The second vector. The destination vector.

void smooth ( const Vec2 target,
float  elapsedTime,
float  responseTime 
)
inline

Updates this vector towards the given target using a smoothing function.

The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.

target value. elapsed time between calls. response time (in the same units as elapsedTime).

var smooth ( var  target,
var  elapsedTime,
var  responseTime 
)
inline

Updates this vector towards the given target using a smoothing function.

The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.

target value. elapsed time between calls. response time (in the same units as elapsedTime).

local smooth ( local  target,
local  elapsedTime,
local  responseTime 
)
inline

Updates this vector towards the given target using a smoothing function.

The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.

target value. elapsed time between calls. response time (in the same units as elapsedTime).

const Vec2 operator+ ( const Vec2 v) const
inline

Calculates the sum of this vector with the given vector.

Note: this does not modify this vector.

The vector to add. The vector sum.

const Vec2 operator+ ( var  v)
inline

Calculates the sum of this vector with the given vector.

Note: this does not modify this vector.

The vector to add. The vector sum.

const Vec2 operator+ ( local  v)
inline

Calculates the sum of this vector with the given vector.

Note: this does not modify this vector.

The vector to add. The vector sum.

Vec2& operator+= ( const Vec2 v)
inline

Adds the given vector to this vector.

The vector to add. This vector, after the addition occurs.

Vec2& operator+= ( var  v)
inline

Adds the given vector to this vector.

The vector to add. This vector, after the addition occurs.

Vec2& operator+= ( local  v)
inline

Adds the given vector to this vector.

The vector to add. This vector, after the addition occurs.

const Vec2 operator- ( const Vec2 v) const
inline

Calculates the difference of this vector with the given vector.

Note: this does not modify this vector. The vector to minus. The vector difference.

const Vec2 operator- ( var  v)
inline

Calculates the difference of this vector with the given vector.

Note: this does not modify this vector. The vector to minus. The vector difference.

const Vec2 operator- ( local  v)
inline

Calculates the difference of this vector with the given vector.

Note: this does not modify this vector. The vector to minus. The vector difference.

Vec2& operator-= ( const Vec2 v)
inline

Subtracts the given vector from this vector.

The vector to subtract. This vector, after the subtraction occurs.

Vec2& operator-= ( var  v)
inline

Subtracts the given vector from this vector.

The vector to subtract. This vector, after the subtraction occurs.

Vec2& operator-= ( local  v)
inline

Subtracts the given vector from this vector.

The vector to subtract. This vector, after the subtraction occurs.

const Vec2 operator- ( ) const
inline

Calculates the negation of this vector.

Note: this does not modify this vector. The negation of this vector.

const Vec2 operator- ( )
inline

Calculates the negation of this vector.

Note: this does not modify this vector. The negation of this vector.

const Vec2 operator- ( )
inline

Calculates the negation of this vector.

Note: this does not modify this vector. The negation of this vector.

const Vec2 operator* ( float  s) const
inline

Calculates the scalar product of this vector with the given value.

Note: this does not modify this vector. The value to scale by. The scaled vector.

const Vec2 operator* ( var  s)
inline

Calculates the scalar product of this vector with the given value.

Note: this does not modify this vector. The value to scale by. The scaled vector.

const Vec2 operator* ( local  s)
inline

Calculates the scalar product of this vector with the given value.

Note: this does not modify this vector. The value to scale by. The scaled vector.

Vec2& operator*= ( float  s)
inline

Scales this vector by the given value.

The value to scale by. This vector, after the scale occurs.

Vec2& operator*= ( var  s)
inline

Scales this vector by the given value.

The value to scale by. This vector, after the scale occurs.

Vec2& operator*= ( local  s)
inline

Scales this vector by the given value.

The value to scale by. This vector, after the scale occurs.

const Vec2 operator/ ( float  s) const
inline

Returns the components of this vector divided by the given constant Note: this does not modify this vector.

the constant to divide this vector with the result is this vector divided by the given constant.

const Vec2 operator/ ( var  s)
inline

Returns the components of this vector divided by the given constant Note: this does not modify this vector.

the constant to divide this vector with the result is this vector divided by the given constant.

const Vec2 operator/ ( local  s)
inline

Returns the components of this vector divided by the given constant Note: this does not modify this vector.

the constant to divide this vector with the result is this vector divided by the given constant.

bool operator< ( const Vec2 v) const
inline

Determines if this vector is less than the given vector.

The vector to compare against. True if this vector is less than the given vector, false otherwise.

bool operator< ( var  v)
inline

Determines if this vector is less than the given vector.

The vector to compare against. True if this vector is less than the given vector, false otherwise.

bool operator< ( local  v)
inline

Determines if this vector is less than the given vector.

The vector to compare against. True if this vector is less than the given vector, false otherwise.

bool operator> ( const Vec2 v) const
inline

Determines if this vector is greater than the given vector.

The vector to compare against. True if this vector is greater than the given vector, false otherwise.

bool operator> ( var  v)
inline

Determines if this vector is greater than the given vector.

The vector to compare against. True if this vector is greater than the given vector, false otherwise.

bool operator> ( local  v)
inline

Determines if this vector is greater than the given vector.

The vector to compare against. True if this vector is greater than the given vector, false otherwise.

bool operator== ( const Vec2 v) const
inline

Determines if this vector is equal to the given vector.

The vector to compare against. True if this vector is equal to the given vector, false otherwise.

bool operator== ( var  v)
inline

Determines if this vector is equal to the given vector.

The vector to compare against. True if this vector is equal to the given vector, false otherwise.

bool operator== ( local  v)
inline

Determines if this vector is equal to the given vector.

The vector to compare against. True if this vector is equal to the given vector, false otherwise.

bool operator!= ( const Vec2 v) const
inline

Determines if this vector is not equal to the given vector.

The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

bool operator!= ( var  v)
inline

Determines if this vector is not equal to the given vector.

The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

bool operator!= ( local  v)
inline

Determines if this vector is not equal to the given vector.

The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

void setPoint ( float  xx,
float  yy 
)
inline

Sets the elements of this point to the specified values.

The new x coordinate. The new y coordinate.

bool equals ( const Vec2 target) const

Determines if this point is equal to the given point.

The point to compare against. True if this point is equal to the given point, false otherwise.

local equals ( local  target)

Determines if this point is equal to the given point.

The point to compare against. True if this point is equal to the given point, false otherwise.

bool fuzzyEquals ( const Vec2 target,
float  variance 
) const
Returns
if points have fuzzy equality which means equal with some degree of variance.
float getLength ( ) const
inline

Calculates distance between point an origin.

distance between two points.

float getAngle ( ) const
inline
Returns
the angle in radians between this vector and the x axis
float getAngle ( const Vec2 other) const
Returns
the angle in radians between two vector directions
float cross ( const Vec2 other) const
inline

Calculates cross product of two vectors.

the cross product.

Vec2 getMidpoint ( const Vec2 other) const
inline

Calculates midpoint between two points.

midpoint.

Vec2 project ( const Vec2 other) const
inline

Calculates the projection of this over other.

the other vector. the projection.

Vec2 rotate ( const Vec2 other) const
inline

Complex multiplication of two points ("rotates" two points).

Vec2 vector with an angle of this.getAngle() + other.getAngle(), and a length of this.getLength() * other.getLength().

Vec2 unrotate ( const Vec2 other) const
inline

Unrotates two points.

Vec2 vector with an angle of this.getAngle() - other.getAngle(), and a length of this.getLength() * other.getLength().

Vec2 lerp ( const Vec2 other,
float  alpha 
) const
inline

Linear Interpolation between two points a and b The point to compute the linear interpolation with.

the coefficient of linear interpolation. The result of the linear interpolation.

Vec2 rotateByAngle ( const Vec2 pivot,
float  angle 
) const

Rotates a point counter clockwise by the angle around a pivot is the pivot, naturally.

is the angle of rotation ccw in radians. the rotated point.

static bool isLineIntersect ( const Vec2 A,
const Vec2 B,
const Vec2 C,
const Vec2 D,
float *  S = nullptr,
float *  T = nullptr 
)
static

A general line-line intersection test the startpoint for the first line L1 = (A - B) the endpoint for the first line L1 = (A - B) the startpoint for the second line L2 = (C - D) the endpoint for the second line L2 = (C - D) the range for a hitpoint in L1 (p = A + S*(B - A)) the range for a hitpoint in L2 (p = C + T*(D - C)) whether these two lines interects.

Note that to truly test intersection for segments we have to make sure that S & T lie within [0..1] and for rays, make sure S & T > 0 the hit point is C + T * (D - C); the hit point also is A + S * (B - A);


The documentation for this class was generated from the following file: