proc vec2(): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc vec2(x, y: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `$`(self: Vector2): string {.inline, noinit, raises: [], tags: []
.}
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proc hash(self: Vector2): Hash {.inline, noinit, raises: [], tags: []
.}
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proc `+`(self, other: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `+=`(self: var Vector2; other: Vector2) {.inline, noinit, raises: [], tags: []
.}
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proc `-`(self, other: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `-=`(self: var Vector2; other: Vector2) {.inline, noinit, raises: [], tags: []
.}
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proc `*`(self, other: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `*=`(self: var Vector2; other: Vector2) {.inline, noinit, raises: [], tags: []
.}
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proc `*`(self: Vector2; scalar: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `*`(scalar: float32; v: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `*=`(self: var Vector2; scalar: float32) {.inline, noinit, raises: [], tags: []
.}
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proc `/`(self, other: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `/=`(self: var Vector2; other: Vector2) {.inline, noinit, raises: [], tags: []
.}
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proc `/`(self: Vector2; scalar: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc `/=`(self: var Vector2; scalar: float32) {.inline, noinit, raises: [], tags: []
.}
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proc `==`(self, other: Vector2): bool {.inline, noinit, raises: [], tags: []
.}
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proc `<`(self, other: Vector2): bool {.inline, noinit, raises: [], tags: []
.}
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proc `>`(self, other: Vector2): bool {.inline, noinit, raises: [], tags: []
.}
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proc `-`(self: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc length(self: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc lengthSquared(self: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc normalize(self: var Vector2) {.inline, raises: [], tags: []
.}
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proc normalized(self: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc angle(self: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc isNormalized(self: Vector2): bool {.inline, noinit, raises: [], tags: []
.}
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proc distanceTo(self, to: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc distanceSquaredTo(self, to: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc dot(a, b: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc cross(a, b: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc cross(self: Vector2; scalar: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc angleTo(self, to: Vector2): float32 {.noinit, raises: [], tags: []
.}
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proc angleToPoint(self, to: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc floor(self: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc planeProject(self: Vector2; d: float32; vec: Vector2): Vector2 {.noinit, raises: [],
tags: []
.}
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proc project(self, other: Vector2): Vector2 {.noinit, raises: [], tags: []
.}
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proc lerp(self, b: Vector2; t: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc cubicInterpolate(self, b, preA, postB: Vector2; t: float32): Vector2 {.noinit,
raises: [], tags: []
.}
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proc setRotation(self: var Vector2; radians: float32) {.inline, noinit, raises: [],
tags: []
.}
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proc rotated(self: Vector2; phi: float32): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc tangent(self: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc snapped(self: Vector2; by: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc aspect(self: Vector2): float32 {.inline, noinit, raises: [], tags: []
.}
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proc slide(self, n: Vector2): Vector2 {.noinit, raises: [], tags: []
.}
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proc reflect(self, n: Vector2): Vector2 {.noinit, raises: [], tags: []
.}
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proc bounce(self, n: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc abs(self: Vector2): Vector2 {.inline, noinit, raises: [], tags: []
.}
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proc clamped(self: Vector2; length: float32): Vector2 {.noinit, raises: [], tags: []
.}
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