/*************************************************************************/ /* 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; } void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; Vector2 *dest = (Vector2 *)p_dest; *dest = src->abs(); } godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; return src->angle(); } godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *to = (Vector2 *)p_to; return src->angle_to(*to); } godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *to = (Vector2 *)p_to; return src->angle_to_point(*to); } void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length) { const Vector2 *src = (Vector2 *)p_src; Vector2 *dest = (Vector2 *)p_dest; *dest = src->clamped(length); } void GDAPI godot_vector2_cubic_interpolate( godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) { Vector2 *dest = (Vector2 *)p_dest; const Vector2 *src = (Vector2 *)p_src; const Vector2 *b = (Vector2 *)p_b; const Vector2 *pre_a = (Vector2 *)p_pre_a; const Vector2 *post_b = (Vector2 *)p_post_b; *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t); } godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *with = (Vector2 *)p_with; return src->dot(*with); } void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; Vector2 *dest = (Vector2 *)p_dest; *dest = src->floor(); } godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; return src->aspect(); } void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b, godot_real t) { Vector2 *dest = (Vector2 *)p_dest; const Vector2 *src = (Vector2 *)p_src; const Vector2 *b = (Vector2 *)p_b; *dest = src->linear_interpolate(*b, t); } void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *vec = (Vector2 *)p_vec; Vector2 *dest = (Vector2 *)p_dest; *dest = src->reflect(*vec); } void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi) { const Vector2 *src = (Vector2 *)p_src; Vector2 *dest = (Vector2 *)p_dest; *dest = src->rotated(phi); } void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *vec = (Vector2 *)p_vec; Vector2 *dest = (Vector2 *)p_dest; *dest = src->slide(*vec); } void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by) { const Vector2 *src = (Vector2 *)p_src; const Vector2 *by = (Vector2 *)p_by; Vector2 *dest = (Vector2 *)p_dest; *dest = src->snapped(*by); } void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; Vector2 *dest = (Vector2 *)p_dest; *dest = src->tangent(); } void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src) { const Vector2 *src = (Vector2 *)p_src; String *dest = (String *)p_dest; *dest = "(" + *src + ")"; } #ifdef __cplusplus } #endif