cocos2d-x  3.2
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Vec2 Member List

This is the complete list of members for Vec2, including all inherited members.

add(const Vec2 &v)Vec2
add(const Vec2 &v1, const Vec2 &v2, Vec2 *dst)Vec2static
ANCHOR_BOTTOM_LEFTVec2static
ANCHOR_BOTTOM_RIGHTVec2static
ANCHOR_MIDDLEVec2static
ANCHOR_MIDDLE_BOTTOMVec2static
ANCHOR_MIDDLE_LEFTVec2static
ANCHOR_MIDDLE_RIGHTVec2static
ANCHOR_MIDDLE_TOPVec2static
ANCHOR_TOP_LEFTVec2static
ANCHOR_TOP_RIGHTVec2static
angle(const Vec2 &v1, const Vec2 &v2)Vec2static
clamp(const Vec2 &min, const Vec2 &max)Vec2
clamp(const Vec2 &v, const Vec2 &min, const Vec2 &max, Vec2 *dst)Vec2static
compOp(std::function< float(float)> function) const Vec2inline
cross(const Vec2 &other) const Vec2inline
distance(const Vec2 &v) const Vec2
distanceSquared(const Vec2 &v) const Vec2
dot(const Vec2 &v) const Vec2
dot(const Vec2 &v1, const Vec2 &v2)Vec2static
equals(const Vec2 &target) const Vec2
forAngle(const float a)Vec2inlinestatic
fuzzyEquals(const Vec2 &target, float variance) const Vec2
getAngle() const Vec2inline
getAngle(const Vec2 &other) const Vec2
getClampPoint(const Vec2 &min_inclusive, const Vec2 &max_inclusive) const Vec2inline
getDistance(const Vec2 &other) const Vec2inline
getDistanceSq(const Vec2 &other) const Vec2inline
getIntersectPoint(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)Vec2static
getLength() const Vec2inline
getLengthSq() const Vec2inline
getMidpoint(const Vec2 &other) const Vec2inline
getNormalized() const Vec2
getPerp() const Vec2inline
getRPerp() const Vec2inline
isLineIntersect(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, float *S=nullptr, float *T=nullptr)Vec2static
isLineOverlap(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)Vec2static
isLineParallel(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)Vec2static
isOne() const Vec2
isSegmentIntersect(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)Vec2static
isSegmentOverlap(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, Vec2 *S=nullptr, Vec2 *E=nullptr)Vec2static
isZero() const Vec2
length() const Vec2
lengthSquared() const Vec2
lerp(const Vec2 &other, float alpha) const Vec2inline
negate()Vec2
normalize()Vec2
ONEVec2static
operator!=(const Vec2 &v) const Vec2inline
operator*(float s) const Vec2inline
operator*=(float s)Vec2inline
operator+(const Vec2 &v) const Vec2inline
operator+=(const Vec2 &v)Vec2inline
operator-(const Vec2 &v) const Vec2inline
operator-() const Vec2inline
operator-=(const Vec2 &v)Vec2inline
operator/(float s) const Vec2inline
operator<(const Vec2 &v) const Vec2inline
operator==(const Vec2 &v) const Vec2inline
project(const Vec2 &other) const Vec2inline
rotate(const Vec2 &point, float angle)Vec2
rotate(const Vec2 &other) const Vec2inline
rotateByAngle(const Vec2 &pivot, float angle) const Vec2
scale(float scalar)Vec2
scale(const Vec2 &scale)Vec2
set(float xx, float yy)Vec2
set(const float *array)Vec2
set(const Vec2 &v)Vec2
set(const Vec2 &p1, const Vec2 &p2)Vec2
setPoint(float xx, float yy)Vec2
smooth(const Vec2 &target, float elapsedTime, float responseTime)Vec2
subtract(const Vec2 &v)Vec2
subtract(const Vec2 &v1, const Vec2 &v2, Vec2 *dst)Vec2static
UNIT_XVec2static
UNIT_YVec2static
unrotate(const Vec2 &other) const Vec2inline
Vec2()Vec2
Vec2(float xx, float yy)Vec2
Vec2(const float *array)Vec2
Vec2(const Vec2 &p1, const Vec2 &p2)Vec2
Vec2(const Vec2 &copy)Vec2
xVec2
yVec2
ZEROVec2static
~Vec2()Vec2