49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
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#ifndef GODOT_TRANSFORM2D_H
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#define GODOT_TRANSFORM2D_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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typedef struct godot_transform2d {
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uint8_t _dont_touch_that[24];
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} godot_transform2d;
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#endif
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#include "../godot.h"
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#include "godot_vector2.h"
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void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t);
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void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c);
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void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos);
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/*
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godot_real GDAPI godot_transform2d_tdotx(const godot_transform2d *p_t, const godot_vector2 *p_v);
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godot_real GDAPI godot_transform2d_tdoty(const godot_transform2d *p_t, const godot_vector2 *p_v);
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*/
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godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx);
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godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx);
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godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis);
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void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec);
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/*
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void GDAPI godot_transform2d_invert(godot_transform2d *p_t);
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godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_t);
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*/
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// @Incomplete
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// I feel like it should be enough to expose get and set, the whole logic can be done in the bindings.
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_TRANSFORM2D_H
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