/*************************************************************************/ /* 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 "vector2.h" #include "core/variant.h" #include "core/math/math_2d.h" #ifdef __cplusplus extern "C" { #endif void _vector2_api_anchor() {} void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y) { Vector2 *dest = (Vector2 *)r_dest; *dest = Vector2(p_x, p_y); } godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self) { godot_string ret; const Vector2 *self = (const Vector2 *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->normalized(); return dest; } godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->length(); } godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->angle(); } godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->length_squared(); } godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->is_normalized(); } godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *to = (const Vector2 *)p_to; return self->distance_to(*to); } godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *to = (const Vector2 *)p_to; return self->distance_squared_to(*to); } godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *to = (const Vector2 *)p_to; return self->angle_to(*to); } godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *to = (const Vector2 *)p_to; return self->angle_to_point(*to); } godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; *((Vector2 *)&dest) = self->linear_interpolate(*b, p_t); return dest; } godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; const Vector2 *pre_a = (const Vector2 *)p_pre_a; const Vector2 *post_b = (const Vector2 *)p_post_b; *((Vector2 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t); return dest; } godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->rotated(p_phi); return dest; } godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->tangent(); return dest; } godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->floor(); return dest; } godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *by = (const Vector2 *)p_by; *((Vector2 *)&dest) = self->snapped(*by); return dest; } godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->aspect(); } godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *with = (const Vector2 *)p_with; return self->dot(*with); } godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *n = (const Vector2 *)p_n; *((Vector2 *)&dest) = self->slide(*n); return dest; } godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *n = (const Vector2 *)p_n; *((Vector2 *)&dest) = self->bounce(*n); return dest; } godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *n = (const Vector2 *)p_n; *((Vector2 *)&dest) = self->reflect(*n); return dest; } godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->abs(); return dest; } godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length) { godot_vector2 dest; const Vector2 *self = (const Vector2 *)p_self; *((Vector2 *)&dest) = self->clamped(p_length); return dest; } godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; *dest = *self + *b; return raw_dest; } godot_vector2 GDAPI godot_vector2_operator_substract(const godot_vector2 *p_self, const godot_vector2 *p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; *dest = *self - *b; return raw_dest; } godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; *dest = *self * *b; return raw_dest; } godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; *dest = *self * p_b; return raw_dest; } godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; *dest = *self / *b; return raw_dest; } godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; *dest = *self / p_b; return raw_dest; } godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; return *self == *b; } godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b) { const Vector2 *self = (const Vector2 *)p_self; const Vector2 *b = (const Vector2 *)p_b; return *self < *b; } godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Vector2 *self = (const Vector2 *)p_self; *dest = -(*self); return raw_dest; } void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x) { Vector2 *self = (Vector2 *)p_self; self->x = p_x; } void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y) { Vector2 *self = (Vector2 *)p_self; self->y = p_y; } godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->x; } godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self) { const Vector2 *self = (const Vector2 *)p_self; return self->y; } #ifdef __cplusplus } #endif