Uses of Class
com.raylib.Vector2
Packages that use Vector2
-
Uses of Vector2 in com.raylib
Methods in com.raylib that return Vector2Modifier and TypeMethodDescriptionstatic Vector2Vector2.allocateArray(long elementCount) Allocate an array of Vector2static Vector2Vector2.allocateArray(long elementCount, SegmentAllocator allocator) Allocate an array of Vector2Vector2.getArrayElement(int index) static Vector2Raylib.getGestureDragVector()Get gesture drag vectorstatic Vector2Raylib.getGestureDragVector(Arena arena) Get gesture drag vectorstatic Vector2Raylib.getGesturePinchVector()Get gesture pinch deltastatic Vector2Raylib.getGesturePinchVector(Arena arena) Get gesture pinch deltastatic Vector2Raylib.getMonitorPosition(int monitor) Get specified monitor positionstatic Vector2Raylib.getMonitorPosition(Arena arena, int monitor) Get specified monitor positionstatic Vector2Raylib.getMouseDelta()Get mouse delta between framesstatic Vector2Raylib.getMouseDelta(Arena arena) Get mouse delta between framesstatic Vector2Raylib.getMousePosition()Get mouse position XYstatic Vector2Raylib.getMousePosition(Arena arena) Get mouse position XYstatic Vector2Raylib.getMouseWheelMoveV()Get mouse wheel movement for both X and Ystatic Vector2Raylib.getMouseWheelMoveV(Arena arena) Get mouse wheel movement for both X and YCamera2D.getOffset()Camera offset (displacement from target)static Vector2Raylib.getScreenToWorld2D(Vector2 position, Camera2D camera) Get the world space position for a 2d camera screen space positionstatic Vector2Raylib.getScreenToWorld2D(Arena arena, Vector2 position, Camera2D camera) Get the world space position for a 2d camera screen space positionstatic Vector2Raylib.getSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: B-Splinestatic Vector2Get (evaluate) spline point: B-Splinestatic Vector2Raylib.getSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) Get (evaluate) spline point: Cubic Bezierstatic Vector2Raylib.getSplinePointBezierCubic(Arena arena, Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) Get (evaluate) spline point: Cubic Bezierstatic Vector2Raylib.getSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t) Get (evaluate) spline point: Quadratic Bezierstatic Vector2Raylib.getSplinePointBezierQuad(Arena arena, Vector2 p1, Vector2 c2, Vector2 p3, float t) Get (evaluate) spline point: Quadratic Bezierstatic Vector2Raylib.getSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: Catmull-Romstatic Vector2Raylib.getSplinePointCatmullRom(Arena arena, Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: Catmull-Romstatic Vector2Raylib.getSplinePointLinear(Vector2 startPos, Vector2 endPos, float t) Get (evaluate) spline point: Linearstatic Vector2Raylib.getSplinePointLinear(Arena arena, Vector2 startPos, Vector2 endPos, float t) Get (evaluate) spline point: LinearCamera2D.getTarget()Camera target (rotation and zoom origin)static Vector2Raylib.getTouchPosition(int index) Get touch position XY for a touch point index (relative to screen size)static Vector2Raylib.getTouchPosition(Arena arena, int index) Get touch position XY for a touch point index (relative to screen size)static Vector2Raylib.getWindowPosition()Get window position XY on monitorstatic Vector2Raylib.getWindowPosition(Arena arena) Get window position XY on monitorstatic Vector2Raylib.getWindowScaleDPI()Get window scale DPI factorstatic Vector2Raylib.getWindowScaleDPI(Arena arena) Get window scale DPI factorstatic Vector2Raylib.getWorldToScreen(Vector3 position, Camera3D camera) Get the screen space position for a 3d world space positionstatic Vector2Raylib.getWorldToScreen(Arena arena, Vector3 position, Camera3D camera) Get the screen space position for a 3d world space positionstatic Vector2Raylib.getWorldToScreen2D(Vector2 position, Camera2D camera) Get the screen space position for a 2d camera world space positionstatic Vector2Raylib.getWorldToScreen2D(Arena arena, Vector2 position, Camera2D camera) Get the screen space position for a 2d camera world space positionstatic Vector2Raylib.getWorldToScreenEx(Vector3 position, Camera3D camera, int width, int height) Get size position for a 3d world space positionstatic Vector2Raylib.getWorldToScreenEx(Arena arena, Vector3 position, Camera3D camera, int width, int height) Get size position for a 3d world space positionstatic Vector2Raylib.measureTextEx(Font font, String text, float fontSize, float spacing) Measure string size for Fontstatic Vector2Raylib.measureTextEx(Arena arena, Font font, String text, float fontSize, float spacing) Measure string size for FontCamera2D.offset()Camera offset (displacement from target)Camera2D.target()Camera target (rotation and zoom origin)static Vector2Raylib.vector2Add(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Add(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2AddValue(Vector2 v, float add) static Vector2Raylib.vector2AddValue(Arena arena, Vector2 v, float add) static Vector2Raylib.vector2Clamp(Vector2 v, Vector2 min, Vector2 max) static Vector2Raylib.vector2Clamp(Arena arena, Vector2 v, Vector2 min, Vector2 max) static Vector2Raylib.vector2ClampValue(Vector2 v, float min, float max) static Vector2Raylib.vector2ClampValue(Arena arena, Vector2 v, float min, float max) static Vector2Raylib.vector2Divide(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Divide(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Invert(Vector2 v) static Vector2Raylib.vector2Invert(Arena arena, Vector2 v) static Vector2Raylib.vector2Lerp(Vector2 v1, Vector2 v2, float amount) static Vector2Raylib.vector2Lerp(Arena arena, Vector2 v1, Vector2 v2, float amount) static Vector2Raylib.vector2Max(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Max(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Min(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Min(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) static Vector2Raylib.vector2MoveTowards(Arena arena, Vector2 v, Vector2 target, float maxDistance) static Vector2Raylib.vector2Multiply(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Multiply(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Negate(Vector2 v) static Vector2Raylib.vector2Negate(Arena arena, Vector2 v) static Vector2Raylib.vector2Normalize(Vector2 v) static Vector2Raylib.vector2Normalize(Arena arena, Vector2 v) static Vector2Raylib.vector2One()static Vector2Raylib.vector2One(Arena arena) static Vector2Raylib.vector2Reflect(Vector2 v, Vector2 normal) static Vector2Raylib.vector2Reflect(Arena arena, Vector2 v, Vector2 normal) static Vector2Raylib.vector2Refract(Vector2 v, Vector2 n, float r) static Vector2Raylib.vector2Refract(Arena arena, Vector2 v, Vector2 n, float r) static Vector2Raylib.vector2Rotate(Vector2 v, float angle) static Vector2Raylib.vector2Rotate(Arena arena, Vector2 v, float angle) static Vector2Raylib.vector2Scale(Vector2 v, float scale) static Vector2Raylib.vector2Scale(Arena arena, Vector2 v, float scale) static Vector2Raylib.vector2Subtract(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Subtract(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2SubtractValue(Vector2 v, float sub) static Vector2Raylib.vector2SubtractValue(Arena arena, Vector2 v, float sub) static Vector2Raylib.vector2Transform(Vector2 v, Matrix mat) static Vector2Raylib.vector2Transform(Arena arena, Vector2 v, Matrix mat) static Vector2Raylib.vector2Zero()static Vector2Raylib.vector2Zero(Arena arena) Vector2.x(float value) Vector x componentVector2.y(float value) Vector y componentMethods in com.raylib with parameters of type Vector2Modifier and TypeMethodDescriptionstatic booleanRaylib.checkCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2) Check if circle collides with a line created betweeen two points [p1] and [p2]static booleanRaylib.checkCollisionCircleRec(Vector2 center, float radius, Rectangle rec) Check collision between circle and rectanglestatic booleanRaylib.checkCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) Check collision between two circlesstatic booleanRaylib.checkCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 collisionPoint) Check the collision between two lines defined by two points each, returns collision point by referencestatic booleanRaylib.checkCollisionPointCircle(Vector2 point, Vector2 center, float radius) Check if point is inside circlestatic booleanRaylib.checkCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]static booleanRaylib.checkCollisionPointPoly(Vector2 point, MemorySegment points, int pointCount) Check if point is within a polygon described by array of verticesstatic booleanRaylib.checkCollisionPointRec(Vector2 point, Rectangle rec) Check if point is inside rectanglestatic booleanRaylib.checkCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) Check if point is inside a trianglestatic voidRaylib.drawBillboardPro(Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) Draw a billboard texture defined by source and rotationstatic voidRaylib.drawBillboardRec(Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint) Draw a billboard texture defined by sourcestatic voidRaylib.drawCircleLinesV(Vector2 center, float radius, Color color) Draw circle outline (Vector version)static voidRaylib.drawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) Draw a piece of a circlestatic voidRaylib.drawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) Draw circle sector outlinestatic voidRaylib.drawCircleV(Vector2 center, float radius, Color color) Draw a color-filled circle (Vector version)static voidRaylib.drawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) Draw line segment cubic-bezier in-out interpolationstatic voidRaylib.drawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) Draw a line (using triangles/quads)static voidDraw a line (using gl lines)static voidRaylib.drawPixelV(Vector2 position, Color color) Draw a pixel using geometry (Vector version) [Can be slow, use with care]static voidDraw a plane XZstatic voidDraw a regular polygon (Vector version)static voidRaylib.drawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) Draw a polygon outline of n sidesstatic voidRaylib.drawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) Draw a polygon outline of n sides with extended parametersstatic voidRaylib.drawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) Draw a color-filled rectangle with pro parametersstatic voidRaylib.drawRectangleV(Vector2 position, Vector2 size, Color color) Draw a color-filled rectangle (Vector version)static voidRaylib.drawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) Draw ringstatic voidRaylib.drawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) Draw ring outlinestatic voidRaylib.drawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) Draw spline segment: B-Spline, 4 pointsstatic voidRaylib.drawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) Draw spline segment: Cubic Bezier, 2 points, 2 control pointsstatic voidRaylib.drawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) Draw spline segment: Quadratic Bezier, 2 points, 1 control pointstatic voidRaylib.drawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) Draw spline segment: Catmull-Rom, 4 pointsstatic voidRaylib.drawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) Draw spline segment: Linear, 2 pointsstatic voidRaylib.drawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint) Draw one character (codepoint)static voidRaylib.drawTextCodepoints(Font font, MemorySegment codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint) Draw multiple character (codepoint)static voidRaylib.drawTextEx(Font font, String text, Vector2 position, float fontSize, float spacing, Color tint) Draw text using font and additional parametersstatic voidRaylib.drawTextPro(Font font, String text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint) Draw text using Font and pro parameters (rotation)static voidRaylib.drawTextureEx(Texture texture, Vector2 position, float rotation, float scale, Color tint) Draw a Texture2D with extended parametersstatic voidRaylib.drawTextureNPatch(Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint) Draws a texture (or part of it) that stretches or shrinks nicelystatic voidRaylib.drawTexturePro(Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) Draw a part of a texture defined by a rectangle with 'pro' parametersstatic voidRaylib.drawTextureRec(Texture texture, Rectangle source, Vector2 position, Color tint) Draw a part of a texture defined by a rectanglestatic voidRaylib.drawTextureV(Texture texture, Vector2 position, Color tint) Draw a Texture2D with position defined as Vector2static voidRaylib.drawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) Draw a color-filled triangle (vertex in counter-clockwise order!)static voidRaylib.drawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) Draw triangle outline (vertex in counter-clockwise order!)static Vector2Raylib.getScreenToWorld2D(Vector2 position, Camera2D camera) Get the world space position for a 2d camera screen space positionstatic Vector2Raylib.getScreenToWorld2D(Arena arena, Vector2 position, Camera2D camera) Get the world space position for a 2d camera screen space positionstatic RayRaylib.getScreenToWorldRay(Vector2 position, Camera3D camera) Get a ray trace from screen position (i.e mouse)static RayRaylib.getScreenToWorldRay(Arena arena, Vector2 position, Camera3D camera) Get a ray trace from screen position (i.e mouse)static RayRaylib.getScreenToWorldRayEx(Vector2 position, Camera3D camera, int width, int height) Get a ray trace from screen position (i.e mouse) in a viewportstatic RayRaylib.getScreenToWorldRayEx(Arena arena, Vector2 position, Camera3D camera, int width, int height) Get a ray trace from screen position (i.e mouse) in a viewportstatic Vector2Raylib.getSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: B-Splinestatic Vector2Get (evaluate) spline point: B-Splinestatic Vector2Raylib.getSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) Get (evaluate) spline point: Cubic Bezierstatic Vector2Raylib.getSplinePointBezierCubic(Arena arena, Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t) Get (evaluate) spline point: Cubic Bezierstatic Vector2Raylib.getSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t) Get (evaluate) spline point: Quadratic Bezierstatic Vector2Raylib.getSplinePointBezierQuad(Arena arena, Vector2 p1, Vector2 c2, Vector2 p3, float t) Get (evaluate) spline point: Quadratic Bezierstatic Vector2Raylib.getSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: Catmull-Romstatic Vector2Raylib.getSplinePointCatmullRom(Arena arena, Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) Get (evaluate) spline point: Catmull-Romstatic Vector2Raylib.getSplinePointLinear(Vector2 startPos, Vector2 endPos, float t) Get (evaluate) spline point: Linearstatic Vector2Raylib.getSplinePointLinear(Arena arena, Vector2 startPos, Vector2 endPos, float t) Get (evaluate) spline point: Linearstatic Vector2Raylib.getWorldToScreen2D(Vector2 position, Camera2D camera) Get the screen space position for a 2d camera world space positionstatic Vector2Raylib.getWorldToScreen2D(Arena arena, Vector2 position, Camera2D camera) Get the screen space position for a 2d camera world space positionstatic voidRaylib.imageDrawCircleLinesV(Image dst, Vector2 center, int radius, Color color) Draw circle outline within an image (Vector version)static voidRaylib.imageDrawCircleV(Image dst, Vector2 center, int radius, Color color) Draw a filled circle within an image (Vector version)static voidRaylib.imageDrawLineEx(Image dst, Vector2 start, Vector2 end, int thick, Color color) Draw a line defining thickness within an imagestatic voidRaylib.imageDrawLineV(Image dst, Vector2 start, Vector2 end, Color color) Draw line within an image (Vector version)static voidRaylib.imageDrawPixelV(Image dst, Vector2 position, Color color) Draw pixel within an image (Vector version)static voidRaylib.imageDrawRectangleV(Image dst, Vector2 position, Vector2 size, Color color) Draw rectangle within an image (Vector version)static voidRaylib.imageDrawTextEx(Image dst, Font font, String text, Vector2 position, float fontSize, float spacing, Color tint) Draw text (custom sprite font) within an image (destination)static voidDraw triangle within an imagestatic voidRaylib.imageDrawTriangleEx(Image dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3) Draw triangle with interpolated colors within an imagestatic voidRaylib.imageDrawTriangleFan(Image dst, Vector2 points, int pointCount, Color color) Draw a triangle fan defined by points within an image (first vertex is the center)static voidDraw triangle outline within an imagestatic voidRaylib.imageDrawTriangleStrip(Image dst, Vector2 points, int pointCount, Color color) Draw a triangle strip defined by points within an imageCamera offset (displacement from target)voidCamera offset (displacement from target)voidCamera target (rotation and zoom origin)Camera target (rotation and zoom origin)static Vector2Raylib.vector2Add(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Add(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2AddValue(Vector2 v, float add) static Vector2Raylib.vector2AddValue(Arena arena, Vector2 v, float add) static floatRaylib.vector2Angle(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Clamp(Vector2 v, Vector2 min, Vector2 max) static Vector2Raylib.vector2Clamp(Arena arena, Vector2 v, Vector2 min, Vector2 max) static Vector2Raylib.vector2ClampValue(Vector2 v, float min, float max) static Vector2Raylib.vector2ClampValue(Arena arena, Vector2 v, float min, float max) static floatRaylib.vector2Distance(Vector2 v1, Vector2 v2) static floatRaylib.vector2DistanceSqr(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Divide(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Divide(Arena arena, Vector2 v1, Vector2 v2) static floatRaylib.vector2DotProduct(Vector2 v1, Vector2 v2) static intRaylib.vector2Equals(Vector2 p, Vector2 q) static Vector2Raylib.vector2Invert(Vector2 v) static Vector2Raylib.vector2Invert(Arena arena, Vector2 v) static floatRaylib.vector2Length(Vector2 v) static floatRaylib.vector2LengthSqr(Vector2 v) static Vector2Raylib.vector2Lerp(Vector2 v1, Vector2 v2, float amount) static Vector2Raylib.vector2Lerp(Arena arena, Vector2 v1, Vector2 v2, float amount) static floatRaylib.vector2LineAngle(Vector2 start, Vector2 end) static Vector2Raylib.vector2Max(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Max(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Min(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Min(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) static Vector2Raylib.vector2MoveTowards(Arena arena, Vector2 v, Vector2 target, float maxDistance) static Vector2Raylib.vector2Multiply(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Multiply(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Negate(Vector2 v) static Vector2Raylib.vector2Negate(Arena arena, Vector2 v) static Vector2Raylib.vector2Normalize(Vector2 v) static Vector2Raylib.vector2Normalize(Arena arena, Vector2 v) static Vector2Raylib.vector2Reflect(Vector2 v, Vector2 normal) static Vector2Raylib.vector2Reflect(Arena arena, Vector2 v, Vector2 normal) static Vector2Raylib.vector2Refract(Vector2 v, Vector2 n, float r) static Vector2Raylib.vector2Refract(Arena arena, Vector2 v, Vector2 n, float r) static Vector2Raylib.vector2Rotate(Vector2 v, float angle) static Vector2Raylib.vector2Rotate(Arena arena, Vector2 v, float angle) static Vector2Raylib.vector2Scale(Vector2 v, float scale) static Vector2Raylib.vector2Scale(Arena arena, Vector2 v, float scale) static Vector2Raylib.vector2Subtract(Vector2 v1, Vector2 v2) static Vector2Raylib.vector2Subtract(Arena arena, Vector2 v1, Vector2 v2) static Vector2Raylib.vector2SubtractValue(Vector2 v, float sub) static Vector2Raylib.vector2SubtractValue(Arena arena, Vector2 v, float sub) static Vector2Raylib.vector2Transform(Vector2 v, Matrix mat) static Vector2Raylib.vector2Transform(Arena arena, Vector2 v, Matrix mat) Constructors in com.raylib with parameters of type Vector2ModifierConstructorDescriptionConstruct with auto memory allocator and fields initialized as specifiedCamera2D(SegmentAllocator arena, Vector2 offset, Vector2 target, float rotation, float zoom) Construct with your own memory allocator and fields initialized as specified