The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
279 lines
8.1 KiB
C++
279 lines
8.1 KiB
C++
/*************************************************************************/
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/* vector2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vector2.h"
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real_t Vector2::angle() const {
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return Math::atan2(y, x);
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}
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real_t Vector2::length() const {
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return Math::sqrt(x * x + y * y);
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}
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real_t Vector2::length_squared() const {
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return x * x + y * y;
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}
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void Vector2::normalize() {
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real_t l = x * x + y * y;
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if (l != 0) {
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l = Math::sqrt(l);
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x /= l;
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y /= l;
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}
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}
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Vector2 Vector2::normalized() const {
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Vector2 v = *this;
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v.normalize();
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return v;
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}
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bool Vector2::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
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}
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real_t Vector2::distance_to(const Vector2 &p_vector2) const {
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return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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}
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real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
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return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
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}
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real_t Vector2::angle_to(const Vector2 &p_vector2) const {
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return Math::atan2(cross(p_vector2), dot(p_vector2));
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}
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real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
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return Math::atan2(y - p_vector2.y, x - p_vector2.x);
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}
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real_t Vector2::dot(const Vector2 &p_other) const {
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return x * p_other.x + y * p_other.y;
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}
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real_t Vector2::cross(const Vector2 &p_other) const {
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return x * p_other.y - y * p_other.x;
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}
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Vector2 Vector2::sign() const {
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return Vector2(SGN(x), SGN(y));
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}
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Vector2 Vector2::floor() const {
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return Vector2(Math::floor(x), Math::floor(y));
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}
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Vector2 Vector2::ceil() const {
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return Vector2(Math::ceil(x), Math::ceil(y));
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}
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Vector2 Vector2::round() const {
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return Vector2(Math::round(x), Math::round(y));
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}
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Vector2 Vector2::rotated(real_t p_by) const {
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real_t sine = Math::sin(p_by);
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real_t cosi = Math::cos(p_by);
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return Vector2(
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x * cosi - y * sine,
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x * sine + y * cosi);
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}
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Vector2 Vector2::posmod(const real_t p_mod) const {
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return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
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}
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Vector2 Vector2::posmodv(const Vector2 &p_modv) const {
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return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y));
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}
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Vector2 Vector2::project(const Vector2 &p_to) const {
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return p_to * (dot(p_to) / p_to.length_squared());
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}
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Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
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return Vector2(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y));
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}
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Vector2 Vector2::snapped(const Vector2 &p_step) const {
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return Vector2(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y));
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}
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Vector2 Vector2::limit_length(const real_t p_len) const {
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const real_t l = length();
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Vector2 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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return v;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const {
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Vector2 p0 = p_pre_a;
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Vector2 p1 = *this;
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Vector2 p2 = p_b;
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Vector2 p3 = p_post_b;
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real_t t = p_weight;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector2 out;
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out = 0.5 * ((p1 * 2.0) +
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(-p0 + p2) * t +
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(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
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return out;
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}
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Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
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Vector2 v = *this;
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Vector2 vd = p_to - v;
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real_t len = vd.length();
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return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
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}
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector2 Vector2::slide(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
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#endif
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return *this - p_normal * this->dot(p_normal);
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}
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Vector2 Vector2::bounce(const Vector2 &p_normal) const {
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return -reflect(p_normal);
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}
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Vector2 Vector2::reflect(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
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#endif
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return 2.0 * p_normal * this->dot(p_normal) - *this;
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}
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bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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Vector2::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
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}
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/* Vector2i */
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Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
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return Vector2i(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y));
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}
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Vector2i Vector2i::operator+(const Vector2i &p_v) const {
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return Vector2i(x + p_v.x, y + p_v.y);
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}
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void Vector2i::operator+=(const Vector2i &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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Vector2i Vector2i::operator-(const Vector2i &p_v) const {
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return Vector2i(x - p_v.x, y - p_v.y);
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}
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void Vector2i::operator-=(const Vector2i &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
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return Vector2i(x * p_v1.x, y * p_v1.y);
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}
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Vector2i Vector2i::operator*(const int32_t &rvalue) const {
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return Vector2i(x * rvalue, y * rvalue);
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}
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void Vector2i::operator*=(const int32_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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}
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Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
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return Vector2i(x / p_v1.x, y / p_v1.y);
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}
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Vector2i Vector2i::operator/(const int32_t &rvalue) const {
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return Vector2i(x / rvalue, y / rvalue);
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}
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void Vector2i::operator/=(const int32_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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}
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Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
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return Vector2i(x % p_v1.x, y % p_v1.y);
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}
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Vector2i Vector2i::operator%(const int32_t &rvalue) const {
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return Vector2i(x % rvalue, y % rvalue);
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}
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void Vector2i::operator%=(const int32_t &rvalue) {
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x %= rvalue;
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y %= rvalue;
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}
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Vector2i Vector2i::operator-() const {
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return Vector2i(-x, -y);
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}
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bool Vector2i::operator==(const Vector2i &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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bool Vector2i::operator!=(const Vector2i &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2i::operator String() const {
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return "(" + itos(x) + ", " + itos(y) + ")";
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}
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