mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
354 lines
No EOL
4.7 KiB
JavaScript
354 lines
No EOL
4.7 KiB
JavaScript
// Everything is unrolled with no method chaining (even if it means duplicate code)
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var Vec2 = function (x, y)
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{
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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// This may look ugly, but it allows for seamless exchange between
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// Vec2, Float32Array and Array data types.
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this[0] = x;
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this[1] = y;
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};
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Vec2.prototype.constructor = Vec2;
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Vec2.prototype = {
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};
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get x () {
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return this[0];
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}
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get y () {
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return this[1];
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}
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set x (v) {
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this[0] = v;
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}
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set y (v) {
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this[1] = v;
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}
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set (x, y = x) {
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this[0] = x;
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this[1] = y;
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return this;
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}
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setTo (x, y = x) {
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this[0] = x;
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this[1] = y;
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return this;
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}
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zero () {
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this[0] = 0;
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this[1] = 0;
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return this;
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}
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add (v) {
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this[0] += v[0];
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this[1] += v[1];
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return this;
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}
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addScalar (s) {
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this[0] += s;
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this[1] += s;
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return this;
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}
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addVectors (a, b) {
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this[0] = a[0] + b[0];
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this[1] = a[1] + b[1];
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return this;
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}
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addScaledVector (v, s) {
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this[0] += v[0] * s;
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this[1] += v[1] * s;
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return this;
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}
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sub (v) {
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this[0] -= v[0];
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this[1] -= v[1];
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return this;
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}
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subScalar (s) {
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this[0] -= s;
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this[1] -= s;
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return this;
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}
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subVectors (a, b) {
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this[0] = a[0] - b[0];
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this[1] = a[1] - b[1];
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return this;
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}
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// Same as scaleV, kept for compatibility between 3rd party libs
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multiply (v) {
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this[0] *= v[0];
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this[1] *= v[1];
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return this;
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}
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multiplyScalar (s) {
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if (isFinite(s))
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{
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this[0] *= s;
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this[1] *= s;
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}
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else
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{
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this[0] = 0;
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this[1] = 0;
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}
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return this;
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}
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scale (x, y = x) {
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this[0] *= x;
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this[1] *= y;
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return this;
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}
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scaleV (v) {
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this[0] *= v[0];
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this[1] *= v[1];
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return this;
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}
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divide (n) {
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this[0] /= n;
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this[1] /= n;
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return this;
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}
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divideScalar (s) {
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const c = 1 / s;
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if (isFinite(c))
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{
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this[0] *= c;
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this[1] *= c;
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}
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else
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{
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this[0] = 0;
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this[1] = 0;
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}
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return this;
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}
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min (v) {
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this[0] = Math.min(this[0], v[0]);
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this[1] = Math.min(this[1], v[1]);
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return this;
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}
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max (v) {
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this[0] = Math.max(this[0], v[0]);
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this[1] = Math.max(this[1], v[1]);
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return this;
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}
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clamp (min, max) {
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// This function assumes min < max, if this assumption isn't true it will not operate correctly
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this[0] = Math.max(min[0], Math.min(max[0], this[0]));
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this[1] = Math.max(min[1], Math.min(max[1], this[1]));
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return this;
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}
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floor () {
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this[0] = Math.floor(this[0]);
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this[1] = Math.floor(this[1]);
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return this;
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}
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ceil () {
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this[0] = Math.ceil(this[0]);
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this[1] = Math.ceil(this[1]);
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return this;
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}
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round () {
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this[0] = Math.round(this[0]);
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this[1] = Math.round(this[1]);
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return this;
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}
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roundToZero () {
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if (this[0] < 0)
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{
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this[0] = Math.ceil(this[0]);
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}
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else
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{
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this[0] = Math.floor(this[0]);
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}
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if (this[1] < 1)
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{
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this[1] = Math.ceil(this[1]);
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}
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else
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{
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this[1] = Math.floor(this[1]);
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}
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return this;
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}
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negate () {
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this[0] = -this[0];
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this[1] = -this[1];
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return this;
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}
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normalize () {
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let l = this.length();
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if (l > 0)
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{
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this[0] /= l;
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this[1] /= l;
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}
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return this;
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}
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perp () {
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let x = this[0];
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let y = this[1];
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this[0] = y;
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this[1] = -x;
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return this;
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}
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dot (v) {
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return this[0] * v[0] + this[1] * v[1];
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}
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lengthSq () {
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return this[0] * this[0] + this[1] * this[1];
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}
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set length (v) {
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const angle = Math.atan2(this[1], this[0]);
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this[0] = Math.cos(angle) * v;
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this[1] = Math.sin(angle) * v;
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}
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get length () {
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return Math.sqrt(this[0] * this[0] + this[1] * this[1]);
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}
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lengthManhattan () {
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return Math.abs(this[0]) + Math.abs(this[1]);
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}
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toString () {
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return `[Vec2 (x=${this[0]}, y=${this[1]})]`;
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}
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} |