#ifndef VECTOR2_H #define VECTOR2_H #include "core/string.h" class Vector2 { public: Vector2 abs() const; float angle() const; float angle_to(const Vector2 &b) const; float cross(const Vector2 &b) const; Vector2 clamped(float len) const; Vector2 direction_to(const Vector2 &b) const; float distance_to_squared(const Vector2 &b) const; float distance_to(const Vector2 &b) const; float dot(const Vector2 &b) const; bool is_equal_approx(const Vector2 &b) const; float length() const; float length_squared() const; Vector2 lerp(const Vector2 &b, const float t) const; Vector2 normalized() const; void normalize(); void add(const Vector2 &b); void sub(const Vector2 &b); Vector2(); Vector2(const Vector2 &b); Vector2(const float p_x, const float p_y); Vector2 &operator+=(const Vector2 &b); Vector2 operator+(const Vector2 &b) const; Vector2 &operator-=(const Vector2 &b); Vector2 operator-(const Vector2 &b) const; Vector2 &operator*=(const Vector2 &b); Vector2 operator*(const Vector2 &b) const; Vector2 &operator/=(const Vector2 &b); Vector2 operator/(const Vector2 &b) const; Vector2 &operator+=(float scalar); Vector2 operator+(float scalar) const; Vector2 &operator-=(float scalar); Vector2 operator-(float scalar) const; Vector2 &operator*=(float scalar); Vector2 operator*(float scalar) const; Vector2 &operator/=(float scalar); Vector2 operator/(float scalar) const; Vector2 operator-() const; bool operator==(const Vector2 &b) const; bool operator!=(const Vector2 &b) const; const float &operator[](int axis) const; float &operator[](int axis); operator String() const; enum Axis { AXIS_X = 0, AXIS_Y }; union { struct { float x; float y; }; float coordinates[2]; }; }; #endif