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-rw-r--r--modules/mono/glue/cs_files/Vector2.cs362
1 files changed, 362 insertions, 0 deletions
diff --git a/modules/mono/glue/cs_files/Vector2.cs b/modules/mono/glue/cs_files/Vector2.cs
new file mode 100644
index 0000000000..28fedc365b
--- /dev/null
+++ b/modules/mono/glue/cs_files/Vector2.cs
@@ -0,0 +1,362 @@
+using System;
+using System.Runtime.InteropServices;
+
+// file: core/math/math_2d.h
+// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
+// file: core/math/math_2d.cpp
+// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
+// file: core/variant_call.cpp
+// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
+
+namespace Godot
+{
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector2 : IEquatable<Vector2>
+ {
+ public float x;
+ public float y;
+
+ public float this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ }
+
+ internal void normalize()
+ {
+ float length = x * x + y * y;
+
+ if (length != 0f)
+ {
+ length = Mathf.sqrt(length);
+ x /= length;
+ y /= length;
+ }
+ }
+
+ private float cross(Vector2 b)
+ {
+ return x * b.y - y * b.x;
+ }
+
+ public Vector2 abs()
+ {
+ return new Vector2(Mathf.abs(x), Mathf.abs(y));
+ }
+
+ public float angle()
+ {
+ return Mathf.atan2(y, x);
+ }
+
+ public float angle_to(Vector2 to)
+ {
+ return Mathf.atan2(cross(to), dot(to));
+ }
+
+ public float angle_to_point(Vector2 to)
+ {
+ return Mathf.atan2(x - to.x, y - to.y);
+ }
+
+ public float aspect()
+ {
+ return x / y;
+ }
+
+ public Vector2 bounce(Vector2 n)
+ {
+ return -reflect(n);
+ }
+
+ public Vector2 clamped(float length)
+ {
+ Vector2 v = this;
+ float l = this.length();
+
+ if (l > 0 && length < l)
+ {
+ v /= l;
+ v *= length;
+ }
+
+ return v;
+ }
+
+ public Vector2 cubic_interpolate(Vector2 b, Vector2 preA, Vector2 postB, float t)
+ {
+ Vector2 p0 = preA;
+ Vector2 p1 = this;
+ Vector2 p2 = b;
+ Vector2 p3 = postB;
+
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ return 0.5f * ((p1 * 2.0f) +
+ (-p0 + p2) * t +
+ (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
+ (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+ }
+
+ public float distance_squared_to(Vector2 to)
+ {
+ return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
+ }
+
+ public float distance_to(Vector2 to)
+ {
+ return Mathf.sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
+ }
+
+ public float dot(Vector2 with)
+ {
+ return x * with.x + y * with.y;
+ }
+
+ public Vector2 floor()
+ {
+ return new Vector2(Mathf.floor(x), Mathf.floor(y));
+ }
+
+ public bool is_normalized()
+ {
+ return Mathf.abs(length_squared() - 1.0f) < Mathf.Epsilon;
+ }
+
+ public float length()
+ {
+ return Mathf.sqrt(x * x + y * y);
+ }
+
+ public float length_squared()
+ {
+ return x * x + y * y;
+ }
+
+ public Vector2 linear_interpolate(Vector2 b, float t)
+ {
+ Vector2 res = this;
+
+ res.x += (t * (b.x - x));
+ res.y += (t * (b.y - y));
+
+ return res;
+ }
+
+ public Vector2 normalized()
+ {
+ Vector2 result = this;
+ result.normalize();
+ return result;
+ }
+
+ public Vector2 reflect(Vector2 n)
+ {
+ return 2.0f * n * dot(n) - this;
+ }
+
+ public Vector2 rotated(float phi)
+ {
+ float rads = angle() + phi;
+ return new Vector2(Mathf.cos(rads), Mathf.sin(rads)) * length();
+ }
+
+ public Vector2 slide(Vector2 n)
+ {
+ return this - n * dot(n);
+ }
+
+ public Vector2 snapped(Vector2 by)
+ {
+ return new Vector2(Mathf.stepify(x, by.x), Mathf.stepify(y, by.y));
+ }
+
+ public Vector2 tangent()
+ {
+ return new Vector2(y, -x);
+ }
+
+ public Vector2(float x, float y)
+ {
+ this.x = x;
+ this.y = y;
+ }
+
+ public static Vector2 operator +(Vector2 left, Vector2 right)
+ {
+ left.x += right.x;
+ left.y += right.y;
+ return left;
+ }
+
+ public static Vector2 operator -(Vector2 left, Vector2 right)
+ {
+ left.x -= right.x;
+ left.y -= right.y;
+ return left;
+ }
+
+ public static Vector2 operator -(Vector2 vec)
+ {
+ vec.x = -vec.x;
+ vec.y = -vec.y;
+ return vec;
+ }
+
+ public static Vector2 operator *(Vector2 vec, float scale)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2 operator *(float scale, Vector2 vec)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2 operator *(Vector2 left, Vector2 right)
+ {
+ left.x *= right.x;
+ left.y *= right.y;
+ return left;
+ }
+
+ public static Vector2 operator /(Vector2 vec, float scale)
+ {
+ vec.x /= scale;
+ vec.y /= scale;
+ return vec;
+ }
+
+ public static Vector2 operator /(Vector2 left, Vector2 right)
+ {
+ left.x /= right.x;
+ left.y /= right.y;
+ return left;
+ }
+
+ public static bool operator ==(Vector2 left, Vector2 right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Vector2 left, Vector2 right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static bool operator <(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y < right.y;
+ }
+ else
+ {
+ return left.x < right.x;
+ }
+ }
+
+ public static bool operator >(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y > right.y;
+ }
+ else
+ {
+ return left.x > right.x;
+ }
+ }
+
+ public static bool operator <=(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y <= right.y;
+ }
+ else
+ {
+ return left.x <= right.x;
+ }
+ }
+
+ public static bool operator >=(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y >= right.y;
+ }
+ else
+ {
+ return left.x >= right.x;
+ }
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Vector2)
+ {
+ return Equals((Vector2)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Vector2 other)
+ {
+ return x == other.x && y == other.y;
+ }
+
+ public override int GetHashCode()
+ {
+ return y.GetHashCode() ^ x.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ this.x.ToString(),
+ this.y.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ this.x.ToString(format),
+ this.y.ToString(format)
+ });
+ }
+ }
+}