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https://github.com/pocketpy/pocketpy
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@ -147,13 +147,14 @@ static bool vec2__mul__(int argc, py_Ref argv) {
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static bool vec2__truediv__(int argc, py_Ref argv) {
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PY_CHECK_ARGC(2);
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if(argv[1].type != tp_float) {
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float divisor;
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if(!py_castfloat32(&argv[1], &divisor)) {
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py_newnotimplemented(py_retval());
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return true;
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}
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c11_vec2 res;
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res.x = argv[0]._vec2.x / argv[1]._f64;
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res.y = argv[0]._vec2.y / argv[1]._f64;
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res.x = argv[0]._vec2.x / divisor;
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res.y = argv[0]._vec2.y / divisor;
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py_newvec2(py_retval(), res);
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return true;
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}
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@ -254,15 +255,16 @@ static bool vec2_smoothdamp_STATIC(int argc, py_Ref argv) {
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PY_CHECK_ARG_TYPE(0, tp_vec2); // current: vec2
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PY_CHECK_ARG_TYPE(1, tp_vec2); // target: vec2
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PY_CHECK_ARG_TYPE(2, tp_vec2); // current_velocity: vec2
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PY_CHECK_ARG_TYPE(3, tp_float); // smooth_time: float
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PY_CHECK_ARG_TYPE(4, tp_float); // max_speed: float
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PY_CHECK_ARG_TYPE(5, tp_float); // delta_time: float
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float smoothTime;
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if(!py_castfloat32(&argv[3], &smoothTime)) return false;
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float maxSpeed;
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if(!py_castfloat32(&argv[4], &maxSpeed)) return false;
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float deltaTime;
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if(!py_castfloat32(&argv[5], &deltaTime)) return false;
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c11_vec2 current = argv[0]._vec2;
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c11_vec2 target = argv[1]._vec2;
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c11_vec2 currentVelocity = argv[2]._vec2;
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float smoothTime = argv[3]._f64;
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float maxSpeed = argv[4]._f64;
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float deltaTime = argv[5]._f64;
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// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Math/Vector2.cs#L289
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// Based on Game Programming Gems 4 Chapter 1.10
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