browser/external/raylib-cpp-4.5.1/include/Vector2.hpp

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