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#include "Vector2.hpp"

#include <cmath>

#include <gdnative/vector2.h>

#include "String.hpp"

namespace godot {

Vector2 Vector2::operator+(const Vector2& p_v) const
{
	return Vector2(x + p_v.x, y + p_v.y);
}

void Vector2::operator+=(const Vector2& p_v)
{
	x += p_v.x;
	y += p_v.y;
}

Vector2 Vector2::operator-(const Vector2& p_v) const
{
	return Vector2(x - p_v.x, y - p_v.y);
}

void Vector2::operator-=(const Vector2& p_v)
{
	x -= p_v.x;
	y -= p_v.y;
}

Vector2 Vector2::operator*(const Vector2 &p_v1) const
{
	return Vector2(x * p_v1.x, y * p_v1.y);
}

Vector2 Vector2::operator*(const real_t &rvalue) const
{
	return Vector2(x * rvalue, y * rvalue);
}

void Vector2::operator*=(const real_t &rvalue)
{
	x *= rvalue;
	y *= rvalue;
}

Vector2 Vector2::operator/(const Vector2 &p_v1) const
{
	return Vector2(x / p_v1.x, y / p_v1.y);
}

Vector2 Vector2::operator/(const real_t &rvalue) const
{
	return Vector2(x / rvalue, y / rvalue);
}

void Vector2::operator/=(const real_t &rvalue)
{
	x /= rvalue;
	y /= rvalue;
}

Vector2 Vector2::operator-() const
{
	return Vector2(-x, -y);
}

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;
}

void Vector2::normalize()
{
	real_t l = x*x + y*y;
	if (l != 0) {
		l = (l);
		x /= l;
		y /= l;
	}
}

Vector2 Vector2::normalized() const
{
	Vector2 v = *this;
	v.normalize();
	return v;
}

real_t Vector2::length() const
{
	return sqrt(x*x + y*y);
}
real_t Vector2::length_squared() const
{
	return x*x + y*y;
}

real_t Vector2::distance_to(const Vector2& p_vector2) const
{
	return 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 atan2(cross(p_vector2), dot(p_vector2));
}

real_t Vector2::angle_to_point(const Vector2& p_vector2) const
{
	return 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::cross(real_t p_other) const
{
	return Vector2(p_other * y, -p_other * x);
}

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::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;
}

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::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 Vector2::slide(const Vector2& p_vec) const
{
	return p_vec - *this * this->dot(p_vec);
}

Vector2 Vector2::reflect(const Vector2& p_vec) const
{
	return p_vec - *this * this->dot(p_vec) * 2.0;
}

real_t Vector2::angle() const
{
	return atan2(y, x);
}

void Vector2::set_rotation(real_t p_radians) {

	x = cosf(p_radians);
	y = sinf(p_radians);
}

Vector2 Vector2::abs() const {

	return Vector2( fabs(x), fabs(y) );
}

Vector2 Vector2::rotated(real_t p_by) const
{
	Vector2 v;
	v.set_rotation(angle() + p_by);
	v *= length();
	return v;
}

Vector2 Vector2::tangent() const {

	return Vector2(y,-x);
}

Vector2 Vector2::floor() const
{
	return Vector2(::floor(x), ::floor(y));
}

Vector2 Vector2::snapped(const Vector2& p_by) const
{
	return Vector2(
		p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
		p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
	);
}

Vector2::operator String() const
{
	return String(); /* @Todo String::num() */
}


}