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-rw-r--r--core/math/vector2.h16
1 files changed, 12 insertions, 4 deletions
diff --git a/core/math/vector2.h b/core/math/vector2.h
index a20326f667..a0c6024c9f 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -65,6 +65,7 @@ struct Vector2 {
real_t distance_squared_to(const Vector2 &p_vector2) const;
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
+ _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_b) const;
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const;
@@ -98,14 +99,15 @@ struct Vector2 {
Vector2 operator/(const real_t &rvalue) const;
void operator/=(const real_t &rvalue);
+ void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
Vector2 operator-() const;
bool operator==(const Vector2 &p_vec2) const;
bool operator!=(const Vector2 &p_vec2) const;
- bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
- bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
+ bool operator<(const Vector2 &p_vec2) const { return (Math::is_equal_approx(x, p_vec2.x)) ? (y < p_vec2.y) : (x < p_vec2.x); }
+ bool operator<=(const Vector2 &p_vec2) const { return (Math::is_equal_approx(x, p_vec2.x)) ? (y <= p_vec2.y) : (x < p_vec2.x); }
real_t angle() const;
@@ -211,11 +213,11 @@ _FORCE_INLINE_ Vector2 Vector2::operator-() const {
_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
- return x == p_vec2.x && y == p_vec2.y;
+ return Math::is_equal_approx(x, p_vec2.x) && Math::is_equal_approx(y, p_vec2.y);
}
_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
- return x != p_vec2.x || y != p_vec2.y;
+ return !Math::is_equal_approx(x, p_vec2.x) || !Math::is_equal_approx(y, p_vec2.y);
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
@@ -236,6 +238,12 @@ Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
return rotated(theta * p_t);
}
+Vector2 Vector2::direction_to(const Vector2 &p_b) const {
+ Vector2 ret(p_b.x - x, p_b.y - y);
+ ret.normalize();
+ return ret;
+}
+
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;