, including all inherited members.
add(const Vector2 &v) | gameplay::Vector2 | |
add(const Vector2 &v1, const Vector2 &v2, Vector2 *dst) | gameplay::Vector2 | [static] |
angle(const Vector2 &v1, const Vector2 &v2) | gameplay::Vector2 | [static] |
clamp(const Vector2 &min, const Vector2 &max) | gameplay::Vector2 | |
clamp(const Vector2 &v, const Vector2 &min, const Vector2 &max, Vector2 *dst) | gameplay::Vector2 | [static] |
distance(const Vector2 &v) const | gameplay::Vector2 | |
distanceSquared(const Vector2 &v) const | gameplay::Vector2 | |
dot(const Vector2 &v) const | gameplay::Vector2 | |
dot(const Vector2 &v1, const Vector2 &v2) | gameplay::Vector2 | [static] |
isOne() const | gameplay::Vector2 | |
isZero() const | gameplay::Vector2 | |
length() const | gameplay::Vector2 | |
lengthSquared() const | gameplay::Vector2 | |
negate() | gameplay::Vector2 | |
normalize() | gameplay::Vector2 | |
normalize(Vector2 *dst) const | gameplay::Vector2 | |
one() | gameplay::Vector2 | [static] |
operator!=(const Vector2 &v) const | gameplay::Vector2 | [inline] |
operator*(float x) const | gameplay::Vector2 | [inline] |
operator*=(float x) | gameplay::Vector2 | [inline] |
operator+(const Vector2 &v) const | gameplay::Vector2 | [inline] |
operator+=(const Vector2 &v) | gameplay::Vector2 | [inline] |
operator-(const Vector2 &v) const | gameplay::Vector2 | [inline] |
operator-() const | gameplay::Vector2 | [inline] |
operator-=(const Vector2 &v) | gameplay::Vector2 | [inline] |
operator/(float x) const | gameplay::Vector2 | [inline] |
operator<(const Vector2 &v) const | gameplay::Vector2 | [inline] |
operator==(const Vector2 &v) const | gameplay::Vector2 | [inline] |
rotate(const Vector2 &point, float angle) | gameplay::Vector2 | |
scale(float scalar) | gameplay::Vector2 | |
scale(const Vector2 &scale) | gameplay::Vector2 | |
set(float x, float y) | gameplay::Vector2 | |
set(const float *array) | gameplay::Vector2 | |
set(const Vector2 &v) | gameplay::Vector2 | |
set(const Vector2 &p1, const Vector2 &p2) | gameplay::Vector2 | |
smooth(const Vector2 &target, float elapsedTime, float responseTime) | gameplay::Vector2 | |
subtract(const Vector2 &v) | gameplay::Vector2 | |
subtract(const Vector2 &v1, const Vector2 &v2, Vector2 *dst) | gameplay::Vector2 | [static] |
unitX() | gameplay::Vector2 | [static] |
unitY() | gameplay::Vector2 | [static] |
Vector2() | gameplay::Vector2 | |
Vector2(float x, float y) | gameplay::Vector2 | |
Vector2(const float *array) | gameplay::Vector2 | |
Vector2(const Vector2 &p1, const Vector2 &p2) | gameplay::Vector2 | |
Vector2(const Vector2 ©) | gameplay::Vector2 | |
x | gameplay::Vector2 | |
y | gameplay::Vector2 | |
zero() | gameplay::Vector2 | [static] |
~Vector2() | gameplay::Vector2 | |