/*************************************************************************/ /* 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() {} godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) { godot_vector2 value; Vector2 *v = (Vector2 *)&value; v->x = p_x; v->y = p_y; return value; } 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) { const Vector2 *v = (Vector2 *)p_v; return v->x; } godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) { const Vector2 *v = (Vector2 *)p_v; return v->y; } void GDAPI godot_vector2_normalize(godot_vector2 *p_v) { Vector2 *v = (Vector2 *)p_v; v->normalize(); } godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) { godot_vector2 dest; const Vector2 *v = (Vector2 *)p_v; Vector2 *d = (Vector2 *)&dest; *d = v->normalized(); return dest; } godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) { const Vector2 *v = (Vector2 *)p_v; return v->length(); } godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) { const Vector2 *v = (Vector2 *)p_v; return v->length_squared(); } godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; return v->distance_to(*b); } godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; return v->distance_squared_to(*b); } godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; *d = *v + *b; return dest; } godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; *d = *v - *b; return dest; } godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; *d = *v * *b; return dest; } godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = *v * p_b; return dest; } godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; *d = *v / *b; return dest; } godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = *v / p_b; return dest; } godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; return *v == *b; } godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; return *v < *b; } godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = v->abs(); return dest; } godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) { const Vector2 *v = (Vector2 *)p_v; return v->angle(); } godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *to = (Vector2 *)&p_to; return v->angle_to(*to); } godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *to = (Vector2 *)&p_to; return v->angle_to_point(*to); } godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = v->clamped(length); return dest; } godot_vector2 GDAPI godot_vector2_cubic_interpolate( const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a, const godot_vector2 p_post_b, godot_real t) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; const Vector2 *pre_a = (Vector2 *)&p_pre_a; const Vector2 *post_b = (Vector2 *)&p_post_b; *d = v->cubic_interpolate(*b, *pre_a, *post_b, t); return dest; } godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *with = (Vector2 *)&p_with; return v->dot(*with); } godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = v->floor(); return dest; } godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) { const Vector2 *v = (Vector2 *)p_v; return v->aspect(); } godot_vector2 GDAPI godot_vector2_linear_interpolate( const godot_vector2 *p_v, const godot_vector2 p_b, godot_real t) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *b = (Vector2 *)&p_b; *d = v->linear_interpolate(*b, t); return dest; } godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) { const Vector2 *v = (Vector2 *)p_v; const Vector2 *vec = (Vector2 *)&p_vec; godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; *d = v->reflect(*vec); return dest; } godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) { const Vector2 *v = (Vector2 *)p_v; godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; *d = v->rotated(phi); return dest; } godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *vec = (Vector2 *)&p_vec; *d = v->slide(*vec); return dest; } godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; const Vector2 *by = (Vector2 *)&p_by; *d = v->snapped(*by); return dest; } godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) { godot_vector2 dest; Vector2 *d = (Vector2 *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = v->tangent(); return dest; } godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) { godot_string dest; String *d = (String *)&dest; const Vector2 *v = (Vector2 *)p_v; *d = "(" + *v + ")"; return dest; } #ifdef __cplusplus } #endif