vec2_t
vec2_t represents a two-dimensional vector commonly used in 2D space calculations, such as screen positions and UI element placements.
Declaration:
class vec2_t
{
float x;
float y;
// calculates the euclidean distance between this vector and another.
float distance(const vec2_t& to);
// calculates the magnitude (length) of the vector.
float length();
// all operators registered (with respective operation)
vec2_t opAdd(const vec2_t&in) const; // +
vec2_t opSub(const vec2_t&in) const; // -
vec2_t opMul(const vec2_t&in) const; // *
vec2_t opDiv(const vec2_t&in) const; // "/"
vec2_t opMul(float) const; // *
vec2_t opDiv(float) const; // "/"
vec2_t& opAddAssign(const vec2_t&in); // +=
vec2_t& opSubAssign(const vec2_t&in); // -=
vec2_t& opMulAssign(const vec2_t&in); // *=
vec2_t& opDivAssign(const vec2_t&in); // "/="
vec2_t& opMulAssign(float); // *=
vec2_t& opDivAssign(float); // "/="
}
Constructors:
vec2_t(float x, float y) // standard constructor
vec2_t{float x, float y} // initializer list style
Examples:
Sample code to move the cursor to a specific screen position
// target position on screen
auto target_position = vec2_t( 640.f, 360.f );
// cursor will be moved to the target position (640, 360)
render::move_mouse(target_position);
Calculating the Distance Between Two Points on the Screen
// crosshair pos (center of the screen)
// * 0.5f is the same as / 2f
auto crosshair_position = render::get_display_size() * 0.5f;
// enemy's position on screen
auto enemy_position_screen = vec2_t(550.f, 320.f);
// distance between crosshair and enemy's position (~53.85 pixels)
// use this for circle FOV based applications!
auto distance_to_enemy_screen = crosshair_position.distance(enemy_position_screen);
Checking if a Point is Inside a Bounding Box
// top-left corner of the esp box
auto box_top_left = vec2_t(300.f, 200.f);
// size of the esp box (width, height)
auto box_size = vec2_t(150.f, 200.f);
// enemy's position on screen
auto enemy_position_screen = vec2_t(350.f, 250.f);
// check if the enemy is inside the esp box (true if inside)
// use this for rectangle based FOV applications!
bool is_enemy_in_box = render::area_contains(box_top_left, box_size, enemy_position_screen);
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