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Added direction_to method to vectors
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@ -65,6 +65,7 @@ struct Vector2 {
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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real_t angle_to_point(const Vector2 &p_vector2) const;
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_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_b) const;
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real_t dot(const Vector2 &p_other) const;
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real_t cross(const Vector2 &p_other) const;
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@ -236,6 +237,12 @@ Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
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return rotated(theta * p_t);
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}
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Vector2 Vector2::direction_to(const Vector2 &p_b) const {
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Vector2 ret(p_b.x - x, p_b.y - y);
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ret.normalize();
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return ret;
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}
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Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
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Vector2 res = p_a;
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@ -112,6 +112,7 @@ struct Vector3 {
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_FORCE_INLINE_ Vector3 project(const Vector3 &p_b) const;
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_FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const;
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_FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_b) const;
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_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
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_FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
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@ -244,6 +245,12 @@ real_t Vector3::angle_to(const Vector3 &p_b) const {
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return Math::atan2(cross(p_b).length(), dot(p_b));
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}
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Vector3 Vector3::direction_to(const Vector3 &p_b) const {
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Vector3 ret(p_b.x - x, p_b.y - y, p_b.z - z);
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ret.normalize();
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return ret;
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}
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/* Operators */
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Vector3 &Vector3::operator+=(const Vector3 &p_v) {
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@ -341,6 +341,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector2, project);
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VCALL_LOCALMEM1R(Vector2, angle_to);
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VCALL_LOCALMEM1R(Vector2, angle_to_point);
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VCALL_LOCALMEM1R(Vector2, direction_to);
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VCALL_LOCALMEM2R(Vector2, linear_interpolate);
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VCALL_LOCALMEM2R(Vector2, slerp);
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VCALL_LOCALMEM4R(Vector2, cubic_interpolate);
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@ -397,6 +398,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector3, distance_squared_to);
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VCALL_LOCALMEM1R(Vector3, project);
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VCALL_LOCALMEM1R(Vector3, angle_to);
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VCALL_LOCALMEM1R(Vector3, direction_to);
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VCALL_LOCALMEM1R(Vector3, slide);
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VCALL_LOCALMEM1R(Vector3, bounce);
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VCALL_LOCALMEM1R(Vector3, reflect);
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@ -1554,6 +1556,7 @@ void register_variant_methods() {
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ADDFUNC0R(VECTOR2, REAL, Vector2, angle, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, length_squared, varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, direction_to, VECTOR2, "b", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_squared_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray());
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@ -1602,6 +1605,7 @@ void register_variant_methods() {
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, linear_interpolate, VECTOR3, "b", REAL, "t", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, slerp, VECTOR3, "b", REAL, "t", varray());
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ADDFUNC4R(VECTOR3, VECTOR3, Vector3, cubic_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "t", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, direction_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, dot, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, cross, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, BASIS, Vector3, outer, VECTOR3, "b", varray());
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@ -112,6 +112,15 @@
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Cubicly interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
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</description>
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</method>
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<method name="direction_to">
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<return type="Vector2">
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</return>
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<argument index="0" name="b" type="Vector2">
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</argument>
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<description>
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Returns the normalized vector pointing from this vector to [code]b[/code].
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</description>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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@ -81,6 +81,15 @@
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Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.
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</description>
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</method>
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<method name="direction_to">
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<return type="Vector3">
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</return>
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<argument index="0" name="b" type="Vector3">
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</argument>
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<description>
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Returns the normalized vector pointing from this vector to [code]b[/code].
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</description>
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</method>
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<method name="distance_squared_to">
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<return type="float">
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</return>
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@ -132,6 +132,11 @@ namespace Godot
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(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
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}
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public Vector2 DirectionTo(Vector2 b)
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{
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return new Vector2(b.x - x, b.y - y).Normalized();
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}
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public real_t DistanceSquaredTo(Vector2 to)
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{
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return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
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@ -126,6 +126,11 @@ namespace Godot
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);
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}
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public Vector3 DirectionTo(Vector3 b)
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{
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return new Vector3(b.x - x, b.y - y, b.z - z).Normalized();
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}
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public real_t DistanceSquaredTo(Vector3 b)
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{
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return (b - this).LengthSquared();
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