nodesnim/core/vector2

Types

Vector2Obj = object
  x*, y*: float

Lets

NULL_VECTOR2 = Vector2Obj(x: 0, y: 0)

Procs

proc Vector2(x, y: float): Vector2Obj {...}{.inline, raises: [], tags: [].}
proc Vector2(b: Vector2Obj): Vector2Obj {...}{.inline, raises: [], tags: [].}
proc Vector2(x: float): Vector2Obj {...}{.inline, raises: [], tags: [].}
proc Vector2(): Vector2Obj {...}{.inline, raises: [], tags: [].}
proc newVector2(vec2: Vector2Obj): ref Vector2Obj {...}{.raises: [], tags: [].}
proc newVector2(x, y: float): ref Vector2Obj {...}{.raises: [], tags: [].}
proc abs(a: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc angle(a: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc clear(a: var Vector2Obj) {...}{.raises: [], tags: [].}
proc cross(a, b: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc cross(a: Vector2Obj; x, y: float): float {...}{.inline, raises: [], tags: [].}
proc dot(a, b: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc dot(a: Vector2Obj; x, y: float): float {...}{.inline, raises: [], tags: [].}
proc angleTo(a, b: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc angleTo(a: Vector2Obj; x, y: float): float {...}{.inline, raises: [], tags: [].}
proc angleToPoint(a, b: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc angleToPoint(a: Vector2Obj; x, y: float): float {...}{.inline, raises: [],
    tags: [].}
proc length(a: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc normalize(a: var Vector2Obj) {...}{.raises: [], tags: [].}
proc normalized(a: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc distance(a, b: Vector2Obj): float {...}{.inline, raises: [], tags: [].}
proc distance(a: Vector2Obj; x, y: float): float {...}{.inline, raises: [], tags: [].}
proc directionTo(a, b: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc directionTo(a: Vector2Obj; x, y: float): Vector2Obj {...}{.raises: [], tags: [].}
proc intersects(a, b, c, d: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc isEmpty(a: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `$`(a: Vector2Obj): string {...}{.inline, raises: [], tags: [].}
proc `+`(a, b: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc `-`(a, b: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc `/`(a, b: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc `*`(a, b: Vector2Obj): Vector2Obj {...}{.raises: [], tags: [].}
proc `*`(x: Vector2Obj; y: float): Vector2Obj {...}{.raises: [], tags: [].}
proc `+`(x: Vector2Obj; y: float): Vector2Obj {...}{.raises: [], tags: [].}
proc `-`(x: Vector2Obj; y: float): Vector2Obj {...}{.raises: [], tags: [].}
proc `/`(x: Vector2Obj; y: float): Vector2Obj {...}{.raises: [], tags: [].}
proc `*=`(x: var Vector2Obj; y: Vector2Obj) {...}{.raises: [], tags: [].}
proc `+=`(x: var Vector2Obj; y: Vector2Obj) {...}{.raises: [], tags: [].}
proc `-=`(x: var Vector2Obj; y: Vector2Obj) {...}{.raises: [], tags: [].}
proc `/=`(x: var Vector2Obj; y: Vector2Obj) {...}{.raises: [], tags: [].}
proc `>`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `<`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `>=`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `<=`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `==`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}
proc `!=`(x, y: Vector2Obj): bool {...}{.raises: [], tags: [].}