Defines a 2element floating point vector. More...
Public Member Functions  
Vec2 ()  
Constructs a new vector initialized to all zeros.  
Vec2 ()  
Constructs a new vector initialized to all zeros.  
Vec2 ()  
Constructs a new vector initialized to all zeros.  
Vec2 (float xx, float yy)  
Constructs a new vector initialized to the specified values. More...  
Vec2 ( var xx, var yy)  
Constructs a new vector initialized to the specified values. More...  
Vec2 ( local xx, local yy)  
Constructs a new vector initialized to the specified values. More...  
Vec2 (const float *array)  
Constructs a new vector from the values in the specified array. More...  
Vec2 (const Vec2 &p1, const Vec2 &p2)  
Constructs a vector that describes the direction between the specified points. More...  
Vec2 (const Vec2 ©)  
Constructs a new vector that is a copy of the specified vector. More...  
~Vec2 ()  
Destructor.  
bool  isZero () const 
Indicates whether this vector contains all zeros. More...  
var  isZero () 
Indicates whether this vector contains all zeros. More...  
local  isZero () 
Indicates whether this vector contains all zeros. More...  
bool  isOne () const 
Indicates whether this vector contains all ones. More...  
var  isOne () 
Indicates whether this vector contains all ones. More...  
local  isOne () 
Indicates whether this vector contains all ones. More...  
void  add (const Vec2 &v) 
Adds the elements of the specified vector to this one. More...  
var  add ( var v) 
Adds the elements of the specified vector to this one. More...  
local  add ( local v) 
Adds the elements of the specified vector to this one. More...  
void  clamp (const Vec2 &min, const Vec2 &max) 
Clamps this vector within the specified range. More...  
float  distance (const Vec2 &v) const 
Returns the distance between this point and v. More...  
float  distanceSquared (const Vec2 &v) const 
Returns the squared distance between this point and v. More...  
float  dot (const Vec2 &v) const 
Returns the dot product of this vector and the specified vector. More...  
float  length () const 
Computes the length of this vector. More...  
float  lengthSquared () const 
Returns the squared length of this vector. More...  
var  lengthSquared () 
Returns the squared length of this vector. More...  
local  lengthSquared () 
Returns the squared length of this vector. More...  
void  negate () 
Negates this vector.  
var  negate () 
Negates this vector.  
local  negate () 
Negates this vector.  
void  normalize () 
Normalizes this vector. More...  
var  normalize () 
Normalizes this vector. More...  
local  normalize () 
Normalizes this vector. More...  
Vec2  getNormalized () const 
Get the normalized vector.  
var  getNormalized () 
Get the normalized vector.  
local  getNormalized () 
Get the normalized vector.  
void  scale (float scalar) 
Scales all elements of this vector by the specified value. More...  
var  scale ( var scalar) 
Scales all elements of this vector by the specified value. More...  
local  scale ( local scalar) 
Scales all elements of this vector by the specified value. More...  
void  scale (const Vec2 &scale) 
Scales each element of this vector by the matching component of scale. More...  
void  rotate (const Vec2 &point, float angle) 
Rotates this vector by angle (specified in radians) around the given point. More...  
var  rotate ( var point, var angle) 
Rotates this vector by angle (specified in radians) around the given point. More...  
local  rotate ( local point, local angle) 
Rotates this vector by angle (specified in radians) around the given point. More...  
void  set (float xx, float yy) 
Sets the elements of this vector to the specified values. More...  
void  set (const float *array) 
Sets the elements of this vector from the values in the specified array. More...  
void  set (const Vec2 &v) 
Sets the elements of this vector to those in the specified vector. More...  
void  set (const Vec2 &p1, const Vec2 &p2) 
Sets this vector to the directional vector between the specified points. More...  
var  set ( var p1, var p2) 
Sets this vector to the directional vector between the specified points. More...  
local  set ( local p1, local p2) 
Sets this vector to the directional vector between the specified points. More...  
void  setZero () 
Sets the elements of this vector to zero.  
void  subtract (const Vec2 &v) 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector. More...  
var  subtract ( var v) 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector. More...  
local  subtract ( local v) 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector. More...  
void  smooth (const Vec2 &target, float elapsedTime, float responseTime) 
Updates this vector towards the given target using a smoothing function. More...  
local  smooth ( local target, local elapsedTime, local responseTime) 
Updates this vector towards the given target using a smoothing function. More...  
const Vec2  operator+ (const Vec2 &v) const 
Calculates the sum of this vector with the given vector. More...  
Vec2 &  operator+= (const Vec2 &v) 
Adds the given vector to this vector. More...  
const Vec2  operator (const Vec2 &v) const 
Calculates the difference of this vector with the given vector. More...  
Vec2 &  operator= (const Vec2 &v) 
Subtracts the given vector from this vector. More...  
const Vec2  operator () const 
Calculates the negation of this vector. More...  
const Vec2  operator* (float s) const 
Calculates the scalar product of this vector with the given value. More...  
Vec2 &  operator*= (float s) 
Scales this vector by the given value. More...  
const Vec2  operator/ (float s) const 
Returns the components of this vector divided by the given constant Note: this does not modify this vector. More...  
bool  operator< (const Vec2 &v) const 
Determines if this vector is less than the given vector. More...  
bool  operator> (const Vec2 &v) const 
Determines if this vector is greater than the given vector. More...  
bool  operator== (const Vec2 &v) const 
Determines if this vector is equal to the given vector. More...  
bool  operator!= (const Vec2 &v) const 
Determines if this vector is not equal to the given vector. More...  
void  setPoint (float xx, float yy) 
Sets the elements of this point to the specified values. More...  
bool  equals (const Vec2 &target) const 
Determines if this point is equal to the given point. More...  
bool  fuzzyEquals (const Vec2 &target, float variance) const 
float  getLength () const 
Calculates distance between point an origin. More...  
float  getLengthSq () const 
Calculates the square length of a Vec2 (not calling sqrt() ) the square of distance.  
float  getDistanceSq (const Vec2 &other) const 
Calculates the square distance between two points (not calling sqrt() ) the square of distance.  
float  getDistance (const Vec2 &other) const 
Calculates the distance between two points distance between two points.  
float  getAngle () const 
float  getAngle (const Vec2 &other) const 
float  cross (const Vec2 &other) const 
Calculates cross product of two vectors. More...  
Vec2  getPerp () const 
Calculates perpendicular of v, rotated 90 degrees counterclockwise – cross(v, perp(v)) >= 0 new vector.  
Vec2  getMidpoint (const Vec2 &other) const 
Calculates midpoint between two points. More...  
Vec2  getClampPoint (const Vec2 &min_inclusive, const Vec2 &max_inclusive) const 
Clamp a point between from and to.  
Vec2  compOp (std::function< float(float)> function) const 
Run a math operation function on each point component absf, floorf, ceilf, roundf any function that has the signature: float func(float); For example: let's try to take the floor of x,y p.compOp(floorf);.  
Vec2  getRPerp () const 
Calculates perpendicular of v, rotated 90 degrees clockwise – cross(v, rperp(v)) <= 0 Vec2 the result of rotated vector.  
Vec2  project (const Vec2 &other) const 
Calculates the projection of this over other. More...  
Vec2  rotate (const Vec2 &other) const 
Complex multiplication of two points ("rotates" two points). More...  
Vec2  unrotate (const Vec2 &other) const 
Unrotates two points. More...  
Vec2  lerp (const Vec2 &other, float alpha) const 
Linear Interpolation between two points a and b The point to compute the linear interpolation with. More...  
Vec2  rotateByAngle (const Vec2 &pivot, float angle) const 
Rotates a point counter clockwise by the angle around a pivot is the pivot, naturally. More...  
Static Public Member Functions  
static float  angle (const Vec2 &v1, const Vec2 &v2) 
Returns the angle (in radians) between the specified vectors. More...  
static void  add (const Vec2 &v1, const Vec2 &v2, Vec2 *dst) 
Adds the specified vectors and stores the result in dst. More...  
static void  clamp (const Vec2 &v, const Vec2 &min, const Vec2 &max, Vec2 *dst) 
Clamps the specified vector within the specified range and returns it in dst. More...  
var  clamp ( var v, var min, var max, var dst) 
Clamps the specified vector within the specified range and returns it in dst. More...  
local  clamp ( local v, local min, local max, local dst) 
Clamps the specified vector within the specified range and returns it in dst. More...  
static float  dot (const Vec2 &v1, const Vec2 &v2) 
Returns the dot product between the specified vectors. More...  
local  dot ( local v1, local v2) 
Returns the dot product between the specified vectors. More...  
static void  subtract (const Vec2 &v1, const Vec2 &v2, Vec2 *dst) 
Subtracts the specified vectors and stores the result in dst. More...  
var  subtract ( var v1, var v2, var dst) 
Subtracts the specified vectors and stores the result in dst. More...  
local  subtract ( local v1, local v2, local dst) 
Subtracts the specified vectors and stores the result in dst. More...  
static bool  isLineIntersect (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, float *S=nullptr, float *T=nullptr) 
A general lineline intersection test the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) the range for a hitpoint in L1 (p = A + S*(B  A)) the range for a hitpoint in L2 (p = C + T*(D  C)) whether these two lines interects. More...  
static bool  isLineOverlap (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D) 
returns true if Line AB overlap with segment CD the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) whether these two lines overlap.  
static bool  isLineParallel (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D) 
returns true if Line AB parallel with segment CD the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) whether these two lines is parallel.  
static bool  isSegmentOverlap (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D, Vec2 *S=nullptr, Vec2 *E=nullptr) 
returns true if Segment AB overlap with segment CD the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) the start point the endpoint whether these two lines overlap.  
static bool  isSegmentIntersect (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D) 
returns true if Segment AB intersects with segment CD the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) whether these two lines interects.  
static Vec2  getIntersectPoint (const Vec2 &A, const Vec2 &B, const Vec2 &C, const Vec2 &D) 
returns the intersection point of line AB, CD the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) the intersection point.  
Public Attributes  
float  x 
The x coordinate.  
var  x 
The x coordinate.  
local  x 
The x coordinate.  
float  y 
The y coordinate.  
var  y 
The y coordinate.  
local  y 
The y coordinate.  
Static Public Attributes  
static const Vec2  ZERO 
equals to Vec2(0,0)  
var  ZERO 
equals to Vec2(0,0)  
static const Vec2  ONE 
equals to Vec2(1,1)  
var  ONE 
equals to Vec2(1,1)  
local  ONE 
equals to Vec2(1,1)  
static const Vec2  UNIT_X 
equals to Vec2(1,0)  
var  UNIT_X 
equals to Vec2(1,0)  
local  UNIT_X 
equals to Vec2(1,0)  
static const Vec2  UNIT_Y 
equals to Vec2(0,1)  
var  UNIT_Y 
equals to Vec2(0,1)  
local  UNIT_Y 
equals to Vec2(0,1)  
static const Vec2  ANCHOR_MIDDLE 
equals to Vec2(0.5, 0.5)  
var  ANCHOR_MIDDLE 
equals to Vec2(0.5, 0.5)  
local  ANCHOR_MIDDLE 
equals to Vec2(0.5, 0.5)  
static const Vec2  ANCHOR_BOTTOM_LEFT 
equals to Vec2(0, 0)  
var  ANCHOR_BOTTOM_LEFT 
equals to Vec2(0, 0)  
local  ANCHOR_BOTTOM_LEFT 
equals to Vec2(0, 0)  
static const Vec2  ANCHOR_TOP_LEFT 
equals to Vec2(0, 1)  
var  ANCHOR_TOP_LEFT 
equals to Vec2(0, 1)  
local  ANCHOR_TOP_LEFT 
equals to Vec2(0, 1)  
static const Vec2  ANCHOR_BOTTOM_RIGHT 
equals to Vec2(1, 0)  
var  ANCHOR_BOTTOM_RIGHT 
equals to Vec2(1, 0)  
local  ANCHOR_BOTTOM_RIGHT 
equals to Vec2(1, 0)  
static const Vec2  ANCHOR_TOP_RIGHT 
equals to Vec2(1, 1)  
var  ANCHOR_TOP_RIGHT 
equals to Vec2(1, 1)  
local  ANCHOR_TOP_RIGHT 
equals to Vec2(1, 1)  
static const Vec2  ANCHOR_MIDDLE_RIGHT 
equals to Vec2(1, 0.5)  
var  ANCHOR_MIDDLE_RIGHT 
equals to Vec2(1, 0.5)  
local  ANCHOR_MIDDLE_RIGHT 
equals to Vec2(1, 0.5)  
static const Vec2  ANCHOR_MIDDLE_LEFT 
equals to Vec2(0, 0.5)  
var  ANCHOR_MIDDLE_LEFT 
equals to Vec2(0, 0.5)  
local  ANCHOR_MIDDLE_LEFT 
equals to Vec2(0, 0.5)  
static const Vec2  ANCHOR_MIDDLE_TOP 
equals to Vec2(0.5, 1)  
var  ANCHOR_MIDDLE_TOP 
equals to Vec2(0.5, 1)  
local  ANCHOR_MIDDLE_TOP 
equals to Vec2(0.5, 1)  
static const Vec2  ANCHOR_MIDDLE_BOTTOM 
equals to Vec2(0.5, 0)  
var  ANCHOR_MIDDLE_BOTTOM 
equals to Vec2(0.5, 0)  
local  ANCHOR_MIDDLE_BOTTOM 
equals to Vec2(0.5, 0)  
Defines a 2element floating point vector.
Vec2  (  float  xx, 
float  yy  
) 
Constructs a new vector initialized to the specified values.
The x coordinate. The y coordinate.
var Vec2  (  var  xx, 
var  yy  
) 
Constructs a new vector initialized to the specified values.
The x coordinate. The y coordinate.
local Vec2  (  local  xx, 
local  yy  
) 
Constructs a new vector initialized to the specified values.
The x coordinate. The y coordinate.
Vec2  (  const float *  array  ) 
Constructs a new vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.
var Vec2  (  var  array  ) 
Constructs a new vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.
local Vec2  (  local  array  ) 
Constructs a new vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.
Constructs a vector that describes the direction between the specified points.
The first point. The second point.
var Vec2  (  var  p1, 
var  p2  
) 
Constructs a vector that describes the direction between the specified points.
The first point. The second point.
local Vec2  (  local  p1, 
local  p2  
) 
Constructs a vector that describes the direction between the specified points.
The first point. The second point.
Constructs a new vector that is a copy of the specified vector.
The vector to copy.
var Vec2  (  var  copy  ) 
Constructs a new vector that is a copy of the specified vector.
The vector to copy.
local Vec2  (  local  copy  ) 
Constructs a new vector that is a copy of the specified vector.
The vector to copy.

inline 
Indicates whether this vector contains all zeros.
true if this vector contains all zeros, false otherwise.

inline 
Indicates whether this vector contains all zeros.
true if this vector contains all zeros, false otherwise.

inline 
Indicates whether this vector contains all zeros.
true if this vector contains all zeros, false otherwise.

inline 
Indicates whether this vector contains all ones.
true if this vector contains all ones, false otherwise.

inline 
Indicates whether this vector contains all ones.
true if this vector contains all ones, false otherwise.

inline 
Indicates whether this vector contains all ones.
true if this vector contains all ones, false otherwise.
Returns the angle (in radians) between the specified vectors.
The first vector. The second vector. The angle between the two vectors (in radians).

static 
Returns the angle (in radians) between the specified vectors.
The first vector. The second vector. The angle between the two vectors (in radians).

static 
Returns the angle (in radians) between the specified vectors.
The first vector. The second vector. The angle between the two vectors (in radians).

inline 
Adds the elements of the specified vector to this one.
The vector to add.

inline 
Adds the elements of the specified vector to this one.
The vector to add.

inline 
Adds the elements of the specified vector to this one.
The vector to add.
Adds the specified vectors and stores the result in dst.
The first vector. The second vector. A vector to store the result in.

static 
Adds the specified vectors and stores the result in dst.
The first vector. The second vector. A vector to store the result in.

static 
Adds the specified vectors and stores the result in dst.
The first vector. The second vector. A vector to store the result in.
Clamps this vector within the specified range.
The minimum value. The maximum value.
var clamp  (  var  min, 
var  max  
) 
Clamps this vector within the specified range.
The minimum value. The maximum value.
local clamp  (  local  min, 
local  max  
) 
Clamps this vector within the specified range.
The minimum value. The maximum value.
Clamps the specified vector within the specified range and returns it in dst.
The vector to clamp. The minimum value. The maximum value. A vector to store the result in.

static 
Clamps the specified vector within the specified range and returns it in dst.
The vector to clamp. The minimum value. The maximum value. A vector to store the result in.

static 
Clamps the specified vector within the specified range and returns it in dst.
The vector to clamp. The minimum value. The maximum value. A vector to store the result in.
float distance  (  const Vec2 &  v  )  const 
Returns the distance between this point and v.
The other point. The distance between this point and v.
var distance  (  var  v  ) 
Returns the distance between this point and v.
The other point. The distance between this point and v.
local distance  (  local  v  ) 
Returns the distance between this point and v.
The other point. The distance between this point and v.

inline 
Returns the squared distance between this point and v.
When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.
The other point. The squared distance between this point and v.

inline 
Returns the squared distance between this point and v.
When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.
The other point. The squared distance between this point and v.

inline 
Returns the squared distance between this point and v.
When it is not necessary to get the exact distance between two points (for example, when simply comparing the distance between different points), it is advised to use this method instead of distance.
The other point. The squared distance between this point and v.

inline 
Returns the dot product of this vector and the specified vector.
The vector to compute the dot product with. The dot product.

inline 
Returns the dot product of this vector and the specified vector.
The vector to compute the dot product with. The dot product.

inline 
Returns the dot product of this vector and the specified vector.
The vector to compute the dot product with. The dot product.
Returns the dot product between the specified vectors.
The first vector. The second vector. The dot product between the vectors.

static 
Returns the dot product between the specified vectors.
The first vector. The second vector. The dot product between the vectors.

static 
Returns the dot product between the specified vectors.
The first vector. The second vector. The dot product between the vectors.
float length  (  )  const 
Computes the length of this vector.
The length of the vector.
var length  (  ) 
Computes the length of this vector.
The length of the vector.
local length  (  ) 
Computes the length of this vector.
The length of the vector.

inline 
Returns the squared length of this vector.
When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.
The squared length of the vector.

inline 
Returns the squared length of this vector.
When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.
The squared length of the vector.

inline 
Returns the squared length of this vector.
When it is not necessary to get the exact length of a vector (for example, when simply comparing the lengths of different vectors), it is advised to use this method instead of length.
The squared length of the vector.
void normalize  (  ) 
Normalizes this vector.
This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.
var normalize  (  ) 
Normalizes this vector.
This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.
local normalize  (  ) 
Normalizes this vector.
This method normalizes this Vec2 so that it is of unit length (in other words, the length of the vector after calling this method will be 1.0f). If the vector already has unit length or if the length of the vector is zero, this method does nothing.

inline 
Scales all elements of this vector by the specified value.
The scalar value.

inline 
Scales all elements of this vector by the specified value.
The scalar value.

inline 
Scales all elements of this vector by the specified value.
The scalar value.

inline 
Scales each element of this vector by the matching component of scale.
The vector to scale by.

inline 
Scales each element of this vector by the matching component of scale.
The vector to scale by.

inline 
Scales each element of this vector by the matching component of scale.
The vector to scale by.
void rotate  (  const Vec2 &  point, 
float  angle  
) 
Rotates this vector by angle (specified in radians) around the given point.
The point to rotate around. The angle to rotate by (in radians).
var rotate  (  var  point, 
var  angle  
) 
Rotates this vector by angle (specified in radians) around the given point.
The point to rotate around. The angle to rotate by (in radians).
local rotate  (  local  point, 
local  angle  
) 
Rotates this vector by angle (specified in radians) around the given point.
The point to rotate around. The angle to rotate by (in radians).

inline 
Sets the elements of this vector to the specified values.
The new x coordinate. The new y coordinate.

inline 
Sets the elements of this vector to the specified values.
The new x coordinate. The new y coordinate.

inline 
Sets the elements of this vector to the specified values.
The new x coordinate. The new y coordinate.
void set  (  const float *  array  ) 
Sets the elements of this vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.
var set  (  var  array  ) 
Sets the elements of this vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.
local set  (  local  array  ) 
Sets the elements of this vector from the values in the specified array.
An array containing the elements of the vector in the order x, y.

inline 
Sets the elements of this vector to those in the specified vector.
The vector to copy.

inline 
Sets the elements of this vector to those in the specified vector.
The vector to copy.

inline 
Sets the elements of this vector to those in the specified vector.
The vector to copy.
Sets this vector to the directional vector between the specified points.
The first point. The second point.

inline 
Sets this vector to the directional vector between the specified points.
The first point. The second point.

inline 
Sets this vector to the directional vector between the specified points.
The first point. The second point.

inline 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector.
The vector to subtract.

inline 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector.
The vector to subtract.

inline 
Subtracts this vector and the specified vector as (this  v) and stores the result in this vector.
The vector to subtract.
Subtracts the specified vectors and stores the result in dst.
The resulting vector is computed as (v1  v2).
The first vector. The second vector. The destination vector.

static 
Subtracts the specified vectors and stores the result in dst.
The resulting vector is computed as (v1  v2).
The first vector. The second vector. The destination vector.

static 
Subtracts the specified vectors and stores the result in dst.
The resulting vector is computed as (v1  v2).
The first vector. The second vector. The destination vector.

inline 
Updates this vector towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.
target value. elapsed time between calls. response time (in the same units as elapsedTime).

inline 
Updates this vector towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.
target value. elapsed time between calls. response time (in the same units as elapsedTime).

inline 
Updates this vector towards the given target using a smoothing function.
The given response time determines the amount of smoothing (lag). A longer response time yields a smoother result and more lag. To force this vector to follow the target closely, provide a response time that is very small relative to the given elapsed time.
target value. elapsed time between calls. response time (in the same units as elapsedTime).
Calculates the sum of this vector with the given vector.
Note: this does not modify this vector.
The vector to add. The vector sum.

inline 
Calculates the sum of this vector with the given vector.
Note: this does not modify this vector.
The vector to add. The vector sum.

inline 
Calculates the sum of this vector with the given vector.
Note: this does not modify this vector.
The vector to add. The vector sum.
Adds the given vector to this vector.
The vector to add. This vector, after the addition occurs.

inline 
Adds the given vector to this vector.
The vector to add. This vector, after the addition occurs.

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Adds the given vector to this vector.
The vector to add. This vector, after the addition occurs.
Calculates the difference of this vector with the given vector.
Note: this does not modify this vector. The vector to minus. The vector difference.

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Calculates the difference of this vector with the given vector.
Note: this does not modify this vector. The vector to minus. The vector difference.

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Calculates the difference of this vector with the given vector.
Note: this does not modify this vector. The vector to minus. The vector difference.
Subtracts the given vector from this vector.
The vector to subtract. This vector, after the subtraction occurs.

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Subtracts the given vector from this vector.
The vector to subtract. This vector, after the subtraction occurs.

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Subtracts the given vector from this vector.
The vector to subtract. This vector, after the subtraction occurs.

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Calculates the negation of this vector.
Note: this does not modify this vector. The negation of this vector.

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Calculates the negation of this vector.
Note: this does not modify this vector. The negation of this vector.

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Calculates the negation of this vector.
Note: this does not modify this vector. The negation of this vector.

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Calculates the scalar product of this vector with the given value.
Note: this does not modify this vector. The value to scale by. The scaled vector.

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Calculates the scalar product of this vector with the given value.
Note: this does not modify this vector. The value to scale by. The scaled vector.

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Calculates the scalar product of this vector with the given value.
Note: this does not modify this vector. The value to scale by. The scaled vector.

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Scales this vector by the given value.
The value to scale by. This vector, after the scale occurs.

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Scales this vector by the given value.
The value to scale by. This vector, after the scale occurs.

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Scales this vector by the given value.
The value to scale by. This vector, after the scale occurs.

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Returns the components of this vector divided by the given constant Note: this does not modify this vector.
the constant to divide this vector with the result is this vector divided by the given constant.

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Returns the components of this vector divided by the given constant Note: this does not modify this vector.
the constant to divide this vector with the result is this vector divided by the given constant.

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Returns the components of this vector divided by the given constant Note: this does not modify this vector.
the constant to divide this vector with the result is this vector divided by the given constant.

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Determines if this vector is less than the given vector.
The vector to compare against. True if this vector is less than the given vector, false otherwise.

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Determines if this vector is less than the given vector.
The vector to compare against. True if this vector is less than the given vector, false otherwise.

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Determines if this vector is less than the given vector.
The vector to compare against. True if this vector is less than the given vector, false otherwise.

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Determines if this vector is greater than the given vector.
The vector to compare against. True if this vector is greater than the given vector, false otherwise.

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Determines if this vector is greater than the given vector.
The vector to compare against. True if this vector is greater than the given vector, false otherwise.

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Determines if this vector is greater than the given vector.
The vector to compare against. True if this vector is greater than the given vector, false otherwise.

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Determines if this vector is equal to the given vector.
The vector to compare against. True if this vector is equal to the given vector, false otherwise.

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Determines if this vector is equal to the given vector.
The vector to compare against. True if this vector is equal to the given vector, false otherwise.

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Determines if this vector is equal to the given vector.
The vector to compare against. True if this vector is equal to the given vector, false otherwise.

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Determines if this vector is not equal to the given vector.
The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

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Determines if this vector is not equal to the given vector.
The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

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Determines if this vector is not equal to the given vector.
The vector to compare against. True if this vector is not equal to the given vector, false otherwise.

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Sets the elements of this point to the specified values.
The new x coordinate. The new y coordinate.
bool equals  (  const Vec2 &  target  )  const 
Determines if this point is equal to the given point.
The point to compare against. True if this point is equal to the given point, false otherwise.
local equals  (  local  target  ) 
Determines if this point is equal to the given point.
The point to compare against. True if this point is equal to the given point, false otherwise.
bool fuzzyEquals  (  const Vec2 &  target, 
float  variance  
)  const 

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Calculates distance between point an origin.
distance between two points.

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float getAngle  (  const Vec2 &  other  )  const 

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Calculates cross product of two vectors.
the cross product.
Calculates midpoint between two points.
midpoint.
Calculates the projection of this over other.
the other vector. the projection.
Complex multiplication of two points ("rotates" two points).
Vec2 vector with an angle of this.getAngle() + other.getAngle(), and a length of this.getLength() * other.getLength().
Unrotates two points.
Vec2 vector with an angle of this.getAngle()  other.getAngle(), and a length of this.getLength() * other.getLength().
Linear Interpolation between two points a and b The point to compute the linear interpolation with.
the coefficient of linear interpolation. The result of the linear interpolation.
Rotates a point counter clockwise by the angle around a pivot is the pivot, naturally.
is the angle of rotation ccw in radians. the rotated point.

static 
A general lineline intersection test the startpoint for the first line L1 = (A  B) the endpoint for the first line L1 = (A  B) the startpoint for the second line L2 = (C  D) the endpoint for the second line L2 = (C  D) the range for a hitpoint in L1 (p = A + S*(B  A)) the range for a hitpoint in L2 (p = C + T*(D  C)) whether these two lines interects.
Note that to truly test intersection for segments we have to make sure that S & T lie within [0..1] and for rays, make sure S & T > 0 the hit point is C + T * (D  C); the hit point also is A + S * (B  A);