437 lines
10 KiB
C++
437 lines
10 KiB
C++
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#ifndef RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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#define RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#endif
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#include "./raylib.hpp"
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#include "./raymath.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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/**
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* Vector2 type
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*/
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class Vector2 : public ::Vector2 {
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public:
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Vector2(const ::Vector2& vec) : ::Vector2{vec.x, vec.y} {}
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Vector2(float x, float y) : ::Vector2{x, y} {}
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Vector2(float x) : ::Vector2{x, 0} {}
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Vector2() : ::Vector2{0, 0} {}
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GETTERSETTER(float, X, x)
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GETTERSETTER(float, Y, y)
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/**
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* Set the Vector2 to the same as the given Vector2.
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*/
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Vector2& operator=(const ::Vector2& vector2) {
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set(vector2);
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return *this;
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}
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/**
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* Determine whether or not the vectors are equal.
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*/
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bool operator==(const ::Vector2& other) {
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return x == other.x
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&& y == other.y;
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}
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/**
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* Determines if the vectors are not equal.
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*/
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bool operator!=(const ::Vector2& other) {
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return !(*this == other);
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}
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#ifndef RAYLIB_CPP_NO_MATH
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/**
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* Add two vectors (v1 + v2)
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*/
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inline Vector2 Add(const ::Vector2& vector2) const {
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return Vector2Add(*this, vector2);
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}
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/**
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* Add two vectors (v1 + v2)
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*/
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inline Vector2 operator+(const ::Vector2& vector2) const {
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return Vector2Add(*this, vector2);
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}
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/**
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* Add two vectors (v1 + v2)
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*/
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Vector2& operator+=(const ::Vector2& vector2) {
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set(Vector2Add(*this, vector2));
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return *this;
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}
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/**
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* Subtract two vectors (v1 - v2)
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*/
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inline Vector2 Subtract(const ::Vector2& vector2) const {
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return Vector2Subtract(*this, vector2);
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}
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/**
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* Subtract two vectors (v1 - v2)
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*/
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inline Vector2 operator-(const ::Vector2& vector2) const {
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return Vector2Subtract(*this, vector2);
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}
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/**
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* Add two vectors (v1 + v2)
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*/
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Vector2& operator-=(const ::Vector2& vector2) {
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set(Vector2Subtract(*this, vector2));
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return *this;
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}
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/**
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* Negate vector
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*/
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inline Vector2 Negate() const {
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return Vector2Negate(*this);
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}
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/**
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* Negate vector
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*/
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inline Vector2 operator-() const {
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return Vector2Negate(*this);
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}
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/**
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* Multiply vector by vector
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*/
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inline Vector2 Multiply(const ::Vector2& vector2) const {
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return Vector2Multiply(*this, vector2);
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}
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/**
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* Multiply vector by vector
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*/
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inline Vector2 operator*(const ::Vector2& vector2) const {
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return Vector2Multiply(*this, vector2);
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}
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/**
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* Multiply vector by vector
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*/
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Vector2& operator*=(const ::Vector2& vector2) {
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set(Vector2Multiply(*this, vector2));
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return *this;
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}
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/**
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* Scale vector (multiply by value)
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*/
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inline Vector2 Scale(const float scale) const {
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return Vector2Scale(*this, scale);
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}
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/**
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* Scale vector (multiply by value)
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*/
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inline Vector2 operator*(const float scale) const {
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return Vector2Scale(*this, scale);
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}
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/**
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* Scale vector (multiply by value)
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*/
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Vector2& operator*=(const float scale) {
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set(Vector2Scale(*this, scale));
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return *this;
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}
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/**
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* Divide vector by vector
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*/
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inline Vector2 Divide(const ::Vector2& vector2) const {
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return Vector2Divide(*this, vector2);
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}
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/**
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* Divide vector by vector
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*/
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inline Vector2 operator/(const ::Vector2& vector2) const {
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return Vector2Divide(*this, vector2);
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}
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/**
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* Divide vector by vector
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*/
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Vector2& operator/=(const ::Vector2& vector2) {
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set(Vector2Divide(*this, vector2));
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return *this;
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}
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/**
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* Divide vector by value
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*/
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inline Vector2 Divide(const float div) const {
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return ::Vector2{x / div, y / div};
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}
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/**
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* Divide vector by value
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*/
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inline Vector2 operator/(const float div) const {
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return Divide(div);
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}
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/**
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* Divide vector by value
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*/
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Vector2& operator/=(const float div) {
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this->x /= div;
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this->y /= div;
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return *this;
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}
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/**
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* Normalize provided vector
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*/
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inline Vector2 Normalize() const {
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return Vector2Normalize(*this);
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}
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/**
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* Transforms a Vector2 by a given Matrix
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*/
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inline Vector2 Transform(::Matrix mat) {
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return ::Vector2Transform(*this, mat);
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}
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/**
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* Calculate linear interpolation between two vectors
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*/
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inline Vector2 Lerp(const ::Vector2& vector2, float amount) const {
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return Vector2Lerp(*this, vector2, amount);
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}
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/**
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* Calculate reflected vector to normal
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*/
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inline Vector2 Reflect(const ::Vector2& normal) const {
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return Vector2Reflect(*this, normal);
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}
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/**
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* Rotate Vector by float in Degrees
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*/
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inline Vector2 Rotate(float degrees) const {
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return Vector2Rotate(*this, degrees);
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}
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/**
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* Move Vector towards target
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*/
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inline Vector2 MoveTowards(const ::Vector2& target, float maxDistance) const {
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return Vector2MoveTowards(*this, target, maxDistance);
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}
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/**
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* Invert the given vector
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*/
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inline Vector2 Invert() {
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return ::Vector2Invert(*this);
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}
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/**
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* Clamp the components of the vector between
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*/
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inline Vector2 Clamp(::Vector2 min, ::Vector2 max) {
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return ::Vector2Clamp(*this, min, max);
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}
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/**
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* // Clamp the magnitude of the vector between two min and max values
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*/
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inline Vector2 Clamp(float min, float max) {
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return ::Vector2ClampValue(*this, min, max);
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}
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/**
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* Check whether two given vectors are almost equal
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*/
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inline int Equals(::Vector2 q) {
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return ::Vector2Equals(*this, q);
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}
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/**
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* Calculate vector length
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*/
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inline float Length() const {
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return Vector2Length(*this);
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}
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/**
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* Calculate vector square length
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*/
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inline float LengthSqr() const {
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return Vector2LengthSqr(*this);
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}
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/**
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* Calculate two vectors dot product
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*/
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inline float DotProduct(const ::Vector2& vector2) const {
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return Vector2DotProduct(*this, vector2);
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}
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/**
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* Calculate distance between two vectors
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*/
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inline float Distance(const ::Vector2& vector2) const {
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return Vector2Distance(*this, vector2);
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}
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/**
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* Calculate square distance between two vectors
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*/
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inline float DistanceSqr(::Vector2 v2) {
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return ::Vector2DistanceSqr(*this, v2);
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}
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/**
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* Calculate angle from two vectors in X-axis
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*/
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inline float Angle(const ::Vector2& vector2) const {
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return Vector2Angle(*this, vector2);
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}
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/**
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* Vector with components value 0.0f
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*/
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static inline Vector2 Zero() {
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return Vector2Zero();
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}
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/**
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* Vector with components value 1.0f
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*/
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static inline Vector2 One() {
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return Vector2One();
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}
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#endif
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inline void DrawPixel(::Color color = {0, 0, 0, 255}) const {
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::DrawPixelV(*this, color);
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}
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inline void DrawLine(::Vector2 endPos, ::Color color = {0, 0, 0, 255}) const {
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::DrawLineV(*this, endPos, color);
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}
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inline void DrawLine(::Vector2 endPos, float thick, ::Color color = {0, 0, 0, 255}) const {
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::DrawLineEx(*this, endPos, thick, color);
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}
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inline void DrawLineBezier(::Vector2 endPos, float thick, ::Color color = {0, 0, 0, 255}) const {
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::DrawLineBezier(*this, endPos, thick, color);
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}
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/**
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* Draw line using quadratic bezier curves with a control point.
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*/
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inline void DrawLineBezierQuad(
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::Vector2 endPos,
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::Vector2 controlPos,
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float thick,
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::Color color = {0, 0, 0, 255}) const {
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::DrawLineBezierQuad(*this, endPos, controlPos, thick, color);
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}
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/**
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* Draw a color-filled circle (Vector version)
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*/
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inline void DrawCircle(float radius, ::Color color = {0, 0, 0, 255}) const {
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::DrawCircleV(*this, radius, color);
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}
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inline void DrawRectangle(::Vector2 size, ::Color color = {0, 0, 0, 255}) const {
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::DrawRectangleV(*this, size, color);
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}
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inline void DrawPoly(int sides, float radius, float rotation, ::Color color = {0, 0, 0, 255}) const {
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::DrawPoly(*this, sides, radius, rotation, color);
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}
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/**
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* Check collision between two circles
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*/
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inline bool CheckCollisionCircle(float radius1, ::Vector2 center2, float radius2) const {
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return ::CheckCollisionCircles(*this, radius1, center2, radius2);
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}
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/**
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* Check collision between circle and rectangle
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*/
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inline bool CheckCollisionCircle(float radius, ::Rectangle rec) const {
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return ::CheckCollisionCircleRec(*this, radius, rec);
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}
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/**
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* Check if point is inside rectangle
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*/
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inline bool CheckCollision(::Rectangle rec) const {
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return ::CheckCollisionPointRec(*this, rec);
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}
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/**
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* Check if point is inside circle
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*/
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inline bool CheckCollision(::Vector2 center, float radius) const {
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return ::CheckCollisionPointCircle(*this, center, radius);
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}
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/**
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* Check if point is inside a triangle
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*/
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inline bool CheckCollision(::Vector2 p1, ::Vector2 p2, ::Vector2 p3) const {
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return ::CheckCollisionPointTriangle(*this, p1, p2, p3);
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}
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/**
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* Check the collision between two lines defined by two points each, returns collision point by reference
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*/
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inline bool CheckCollisionLines(
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::Vector2 endPos1,
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::Vector2 startPos2, ::Vector2 endPos2,
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::Vector2 *collisionPoint) const {
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return ::CheckCollisionLines(*this, endPos1, startPos2, endPos2, collisionPoint);
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}
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/**
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* Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
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*/
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inline bool CheckCollisionPointLine(::Vector2 p1, ::Vector2 p2, int threshold = 1) {
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return ::CheckCollisionPointLine(*this, p1, p2, threshold);
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}
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private:
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void set(const ::Vector2& vec) {
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x = vec.x;
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y = vec.y;
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}
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};
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} // namespace raylib
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using RVector2 = raylib::Vector2;
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#endif // RAYLIB_CPP_INCLUDE_VECTOR2_HPP_
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