virtualx-engine/modules/gdnative/godot/godot_vector2.cpp

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2017-04-09 21:07:53 +02:00
/*************************************************************************/
/* godot_vector2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "godot_vector2.h"
#include "math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector2_api_anchor() {
}
void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
v->y = p_y;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
}
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->y = p_y;
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->y;
}
void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
v->normalize();
}
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) {
Vector2 *v = (Vector2 *)p_src;
Vector2 *d = (Vector2 *)p_dest;
*d = v->normalized();
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->length_squared();
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_to(*b);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_squared_to(*b);
}
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a + *b;
}
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a - *b;
}
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a * *b;
}
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a * p_b;
}
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a / *b;
}
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a / p_b;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a < *b;
}
#ifdef __cplusplus
}
#endif