function __vec2(_x = 0, _y = _x) constructor { static set = function(_x = 0, _y = _x) { #region if(is_struct(_x) && is_instanceof(_x, __vec2)) { x = _x.x; y = _x.y; return self; } if(is_struct(_x) && is_instanceof(_x, BBMOD_Vec2)) { x = _x.X; y = _x.Y; return self; } if(is_array(_x)) { x = _x[0]; y = _x[1]; return self; } x = _x; y = _y; return self; } set(_x, _y); #endregion static setIndex = function(index, value) { #region gml_pragma("forceinline"); switch(index) { case 0 : x = value; break; case 1 : y = value; break; } return self; } #endregion static getIndex = function(index) { #region switch(index) { case 0 : return x; case 1 : return y; } return 0; } #endregion static addElement = function(_x, _y) { #region gml_pragma("forceinline"); return new __vec2(x + _x, y + _y); } #endregion static _addElement = function(_x, _y) { #region gml_pragma("forceinline"); x += _x; y += _y; return self; } #endregion static add = function(_vec2) { #region gml_pragma("forceinline"); return new __vec2(x + _vec2.x, y + _vec2.y); } #endregion static _add = function(_vec2) { #region gml_pragma("forceinline"); x += _vec2.x; y += _vec2.y; return self; } #endregion static addElement = function(_x, _y) { #region gml_pragma("forceinline"); return new __vec2(x + _x, y + _y); } #endregion static _addElement = function(_x, _y) { #region gml_pragma("forceinline"); x += _x; y += _y; return self; } #endregion static subtract = function(_vec2) { #region gml_pragma("forceinline"); return new __vec2(x - _vec2.x, y - _vec2.y); } #endregion static _subtract = function(_vec2) { #region gml_pragma("forceinline"); x -= _vec2.x; y -= _vec2.y; return self; } #endregion static subtractElement = function(_x, _y) { #region gml_pragma("forceinline"); return new __vec2(x - _x, y - _y); } #endregion static _subtractElement = function(_x, _y) { #region gml_pragma("forceinline"); x -= _x; y -= _y; return self; } #endregion static multiply = function(_scalar) { #region gml_pragma("forceinline"); return new __vec2(x * _scalar, y * _scalar); } #endregion static _multiply = function(_scalar) { #region gml_pragma("forceinline"); x *= _scalar; y *= _scalar; return self; } #endregion static multiplyVec = function(_vec) { #region gml_pragma("forceinline"); return new __vec2(x * _vec.x, y * _vec.y); } #endregion static _multiplyVec = function(_vec) { #region gml_pragma("forceinline"); x *= _vec.x; y *= _vec.y; return self; } #endregion static multiplyElement = function(_x, _y) { #region gml_pragma("forceinline"); return new __vec2(x * _x, y * _y); } #endregion static _multiplyElement = function(_x, _y) { #region gml_pragma("forceinline"); x *= _x; y *= _y; return self; } #endregion static divide = function(_scalar) { #region gml_pragma("forceinline"); if (_scalar != 0) return new __vec2(x / _scalar, y / _scalar); return new __vec2(x, y, z); // Avoid division by zero } #endregion static _divide = function(_scalar) { #region gml_pragma("forceinline"); if (_scalar != 0) { x /= _scalar; y /= _scalar; } return self; } #endregion static dot = function(_vec2) { #region gml_pragma("forceinline"); return x * _vec2.x + y * _vec2.y; } #endregion static distance = function(_vec2) { #region gml_pragma("forceinline"); var dx = _vec2.x - x; var dy = _vec2.y - y; return sqrt(dx * dx + dy * dy); } #endregion static directionTo = function(_vec2) { #region gml_pragma("forceinline"); return point_direction(x, y, _vec2.x, _vec2.y); } #endregion static length = function() { #region gml_pragma("forceinline"); return sqrt(x * x + y * y); } #endregion static normalize = function() { #region gml_pragma("forceinline"); return clone()._normalize(); } #endregion static _normalize = function() { #region gml_pragma("forceinline"); var _length = length(); if (_length != 0) { x /= _length; y /= _length; } return self; } #endregion static lerpTo = function(to, speed = 0.3) { #region gml_pragma("forceinline"); return new __vec2(lerp(x, to.x, speed), lerp(y, to.y, speed)); } #endregion static _lerpTo = function(to, speed = 0.3) { #region gml_pragma("forceinline"); x = lerp(x, to.x, speed); y = lerp(y, to.y, speed); } #endregion static _lerp_float = function(to, speed = 5, pre = 0.01) { #region gml_pragma("forceinline"); x = lerp_float(x, to.x, speed, pre); y = lerp_float(y, to.y, speed, pre); } #endregion static equal = function(to) { #region gml_pragma("forceinline"); return x == to.x && y == to.y; } #endregion static clone = function() { #region gml_pragma("forceinline"); return new __vec2(x, y); } #endregion static toString = function() { return $"[{x}, {y}]"; } static toBBMOD = function() { return new BBMOD_Vec2(x, y); } static toArray = function() { return [ x, y ]; } }