#include "Vector2.hpp" #include #include "String.hpp" namespace godot { const Vector2 Vector2::ZERO; const Vector2 Vector2::ONE; const Vector2 Vector2::INF; const Vector2 Vector2::LEFT = Vector2(-1, 0); const Vector2 Vector2::RIGHT = Vector2(1, 0); const Vector2 Vector2::UP = Vector2(0, -1); const Vector2 Vector2::DOWN = Vector2(0, 1); bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } 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::plane_project(real_t p_d, const Vector2 &p_vec) const { return p_vec - *this * (dot(p_vec) - p_d); } 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 = ((p1 * 2.0) + (-p0 + p2) * t + (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 + (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) * 0.5; return out; } Vector2::operator String() const { return String::num(x) + ", " + String::num(y); } } // namespace godot