LuaDVec2

Type doc:

Fields:

x: number

y: number

Methods:

clone: function(self: LuaDVec2 ):( LuaDVec2 )

to_array: function(self: LuaDVec2 ):({number})

extend: function(self: LuaDVec2 , number):( LuaDVec3 )

with_x: function(self: LuaDVec2 , number):( LuaDVec2 )

with_y: function(self: LuaDVec2 , number):( LuaDVec2 )

dot: function(self: LuaDVec2 , LuaDVec2 ):(number)

dot_into_vec: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

min: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

max: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

clamp: function(self: LuaDVec2 , LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

min_element: function(self: LuaDVec2 ):(number)

max_element: function(self: LuaDVec2 ):(number)

element_sum: function(self: LuaDVec2 ):(number)

element_product: function(self: LuaDVec2 ):(number)

cmpeq: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

cmpne: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

cmpge: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

cmpgt: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

cmple: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

cmplt: function(self: LuaDVec2 , LuaDVec2 ):( LuaBVec2 )

abs: function(self: LuaDVec2 ):( LuaDVec2 )

signum: function(self: LuaDVec2 ):( LuaDVec2 )

copysign: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

is_negative_bitmask: function(self: LuaDVec2 ):(integer)

is_finite: function(self: LuaDVec2 ):(boolean)

is_nan: function(self: LuaDVec2 ):(boolean)

is_nan_mask: function(self: LuaDVec2 ):( LuaBVec2 )

length: function(self: LuaDVec2 ):(number)

length_squared: function(self: LuaDVec2 ):(number)

length_recip: function(self: LuaDVec2 ):(number)

distance: function(self: LuaDVec2 , LuaDVec2 ):(number)

distance_squared: function(self: LuaDVec2 , LuaDVec2 ):(number)

div_euclid: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

rem_euclid: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

normalize: function(self: LuaDVec2 ):( LuaDVec2 )

normalize_or: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

normalize_or_zero: function(self: LuaDVec2 ):( LuaDVec2 )

is_normalized: function(self: LuaDVec2 ):(boolean)

project_onto: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

reject_from: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

project_onto_normalized: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

reject_from_normalized: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

round: function(self: LuaDVec2 ):( LuaDVec2 )

floor: function(self: LuaDVec2 ):( LuaDVec2 )

ceil: function(self: LuaDVec2 ):( LuaDVec2 )

trunc: function(self: LuaDVec2 ):( LuaDVec2 )

fract: function(self: LuaDVec2 ):( LuaDVec2 )

fract_gl: function(self: LuaDVec2 ):( LuaDVec2 )

exp: function(self: LuaDVec2 ):( LuaDVec2 )

powf: function(self: LuaDVec2 , number):( LuaDVec2 )

recip: function(self: LuaDVec2 ):( LuaDVec2 )

lerp: function(self: LuaDVec2 , LuaDVec2 , number):( LuaDVec2 )

move_towards: function(self: LuaDVec2 , LuaDVec2 , number):( LuaDVec2 )

midpoint: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

abs_diff_eq: function(self: LuaDVec2 , LuaDVec2 , number):(boolean)

clamp_length: function(self: LuaDVec2 , number , number):( LuaDVec2 )

clamp_length_max: function(self: LuaDVec2 , number):( LuaDVec2 )

clamp_length_min: function(self: LuaDVec2 , number):( LuaDVec2 )

mul_add: function(self: LuaDVec2 , LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

to_angle: function(self: LuaDVec2 ):(number)

angle_between: function(self: LuaDVec2 , LuaDVec2 ):(number)

perp: function(self: LuaDVec2 ):( LuaDVec2 )

perp_dot: function(self: LuaDVec2 , LuaDVec2 ):(number)

rotate: function(self: LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

as_vec2: function(self: LuaDVec2 ):( LuaVec2 )

as_ivec2: function(self: LuaDVec2 ):( LuaIVec2 )

as_uvec2: function(self: LuaDVec2 ):( LuaUVec2 )

as_i64vec2: function(self: LuaDVec2 ):( LuaI64Vec2 )

as_u64vec2: function(self: LuaDVec2 ):( LuaU64Vec2 )

new: function(number , number):( LuaDVec2 )

splat: function(number):( LuaDVec2 )

select: function( LuaBVec2 , LuaDVec2 , LuaDVec2 ):( LuaDVec2 )

from_array: function({number}):( LuaDVec2 )

from_angle: function(number):( LuaDVec2 )

__tostring: function(self: LuaDVec2 ):(string)

__index: function(self: LuaDVec2 , integer):(number)

__newindex: function(self: LuaDVec2 , integer , number)

__div: function(any , any):(any)

__sub: function(any , any):(any)

__eq: function(any , any):(any)

__mul: function(any , any):(any)

__add: function(any , any):(any)

__mod: function(any , any):(any)

__unm: function(any):(any)