Cocos2d-x  v4
Vec2 Member List

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

add(const Vec2 &v)Vec2inline
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) constVec2inline
cross(const Vec2 &other) constVec2inline
distance(const Vec2 &v) constVec2
distanceSquared(const Vec2 &v) constVec2inline
dot(const Vec2 &v) constVec2inline
dot(const Vec2 &v1, const Vec2 &v2)Vec2static
equals(const Vec2 &target) constVec2
forAngle(const float a)Vec2inlinestatic
fuzzyEquals(const Vec2 &target, float variance) constVec2
getAngle() constVec2inline
getAngle(const Vec2 &other) constVec2
getClampPoint(const Vec2 &min_inclusive, const Vec2 &max_inclusive) constVec2inline
getDistance(const Vec2 &other) constVec2inline
getDistanceSq(const Vec2 &other) constVec2inline
getIntersectPoint(const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D)Vec2static
getLength() constVec2inline
getLengthSq() constVec2inline
getMidpoint(const Vec2 &other) constVec2inline
getNormalized() constVec2
getPerp() constVec2inline
getRPerp() constVec2inline
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() constVec2inline
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() constVec2inline
length() constVec2
lengthSquared() constVec2inline
lerp(const Vec2 &other, float alpha) constVec2inline
negate()Vec2inline
normalize()Vec2
ONEVec2static
operator!=(const Vec2 &v) constVec2inline
operator*(float s) constVec2inline
operator*=(float s)Vec2inline
operator+(const Vec2 &v) constVec2inline
operator+=(const Vec2 &v)Vec2inline
operator-(const Vec2 &v) constVec2inline
operator-() constVec2inline
operator-=(const Vec2 &v)Vec2inline
operator/(float s) constVec2inline
operator<(const Vec2 &v) constVec2inline
operator==(const Vec2 &v) constVec2inline
operator>(const Vec2 &v) constVec2inline
project(const Vec2 &other) constVec2inline
rotate(const Vec2 &point, float angle)Vec2
rotate(const Vec2 &other) constVec2inline
rotateByAngle(const Vec2 &pivot, float angle) constVec2
scale(float scalar)Vec2inline
scale(const Vec2 &scale)Vec2inline
set(float xx, float yy)Vec2inline
set(const float *array)Vec2
set(const Vec2 &v)Vec2inline
set(const Vec2 &p1, const Vec2 &p2)Vec2inline
setPoint(float xx, float yy)Vec2inline
setZero()Vec2inline
smooth(const Vec2 &target, float elapsedTime, float responseTime)Vec2inline
subtract(const Vec2 &v)Vec2inline
subtract(const Vec2 &v1, const Vec2 &v2, Vec2 *dst)Vec2static
UNIT_XVec2static
UNIT_YVec2static
unrotate(const Vec2 &other) constVec2inline
Vec2()Vec2
Vec2(float xx, float yy)Vec2
Vec2(const float *array)Vec2
Vec2(const Vec2 &p1, const Vec2 &p2)Vec2
xVec2
yVec2
ZEROVec2static