proc vec2*(x, y: float32): Vector2 {.inline
.}
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proc `$`*(self: Vector2): string {.inline
.}
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proc normalized*(self: Vector2): Vector2 {.importc: "godot_vector2_normalized"
.}
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proc length*(self: Vector2): float32 {.importc: "godot_vector2_length"
.}
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proc angle*(self: Vector2): float32 {.importc: "godot_vector2_angle"
.}
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proc lengthSquared*(self: Vector2): float32 {.
importc: "godot_vector2_length_squared"
.}
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proc isNormalized*(self: Vector2): bool {.importc: "godot_vector2_is_normalized"
.}
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proc distanceTo*(self, to: Vector2): float32 {.importc: "godot_vector2_distance_to"
.}
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proc distanceSquaredTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_squared_to"
.}
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proc angleTo*(self, to: Vector2): float32 {.importc: "godot_vector2_angle_to"
.}
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proc angleToPoint*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to_point"
.}
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proc lerp*(self, b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_linear_interpolate"
.}
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proc cubicInterpolate*(self, b, pre_a, post_b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_cubic_interpolate"
.}
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proc rotated*(self: Vector2; phi: float32): Vector2 {.importc: "godot_vector2_rotated"
.}
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proc tangent*(self: Vector2): Vector2 {.importc: "godot_vector2_tangent"
.}
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proc floor*(self: Vector2): Vector2 {.importc: "godot_vector2_floor"
.}
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proc snapped*(self: Vector2; by: Vector2): Vector2 {.importc: "godot_vector2_snapped"
.}
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proc aspect*(self: Vector2): float32 {.importc: "godot_vector2_aspect"
.}
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proc dot*(a, b: Vector2): float32 {.importc: "godot_vector2_dot"
.}
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proc slide*(self, n: Vector2): Vector2 {.importc: "godot_vector2_slide"
.}
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proc bounce*(self, n: Vector2): Vector2 {.importc: "godot_vector2_bounce"
.}
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proc reflect*(self, n: Vector2): Vector2 {.importc: "godot_vector2_reflect"
.}
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proc abs*(self: Vector2): Vector2 {.importc: "godot_vector2_abs"
.}
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proc clamped*(self: Vector2; length: float32): Vector2 {.
importc: "godot_vector2_clamped"
.}
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proc `+`*(a, b: Vector2): Vector2 {.importc: "godot_vector2_operator_add"
.}
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proc `+=`*(a: var Vector2; b: Vector2) {.inline
.}
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proc `-`*(a, b: Vector2): Vector2 {.importc: "godot_vector2_operator_substract"
.}
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proc `-=`*(a: var Vector2; b: Vector2) {.inline
.}
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proc `*`*(a, b: Vector2): Vector2 {.importc: "godot_vector2_operator_multiply_vector"
.}
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proc `*=`*(a: var Vector2; b: Vector2) {.inline
.}
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proc `*`*(self: Vector2; scalar: float32): Vector2 {.
importc: "godot_vector2_operator_multiply_scalar"
.}
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proc `*=`*(self: var Vector2; scalar: float32) {.inline
.}
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proc `/`*(a, b: Vector2): Vector2 {.importc: "godot_vector2_operator_divide_vector"
.}
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proc `/=`*(a: var Vector2; b: Vector2) {.inline
.}
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proc `/`*(self: Vector2; scalar: float32): Vector2 {.
importc: "godot_vector2_operator_divide_scalar"
.}
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proc `/=`*(self: var Vector2; scalar: float32) {.inline
.}
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proc `==`*(a, b: Vector2): bool {.importc: "godot_vector2_operator_equal"
.}
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proc `<`*(a, b: Vector2): bool {.importc: "godot_vector2_operator_less"
.}
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proc `-`*(self: Vector2): Vector2 {.importc: "godot_vector2_operator_neg"
.}
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proc `x =`*(self: var Vector2; x: float32) {.importc: "godot_vector2_set_x"
.}
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proc `y =`*(self: var Vector2; y: float32) {.importc: "godot_vector2_set_y"
.}
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proc x*(self: Vector2): float32 {.importc: "godot_vector2_get_x"
.}
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proc y*(self: Vector2): float32 {.importc: "godot_vector2_get_y"
.}
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