/*************************************************************************/ /* godot_vector2.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef GODOT_VECTOR2_H #define GODOT_VECTOR2_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED #define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED typedef struct godot_vector2 { uint8_t _dont_touch_that[8]; } godot_vector2; #endif #include "../godot.h" void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y); void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x); void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y); godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v); void GDAPI godot_vector2_normalize(godot_vector2 *p_v); void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src); godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v); godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b); godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b); void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src); godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src); godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to); godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to); void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real 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); godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with); void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src); godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src); void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b, godot_real t); void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec); void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi); void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec); void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by); void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src); void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src); void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b); godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b); #ifdef __cplusplus } #endif #endif // GODOT_VECTOR2_H