/*************************************************************************/ /* godot_transform2d.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_transform2d.h" #include "core/variant.h" #include "core/math/math_2d.h" #ifdef __cplusplus extern "C" { #endif void _transform2d_api_anchor() {} void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos) { const Vector2 *pos = (const Vector2 *)p_pos; Transform2D *dest = (Transform2D *)r_dest; *dest = Transform2D(p_rot, *pos); } void GDAPI godot_transform2d_new_axis_origin(godot_transform2d *r_dest, const godot_vector2 *p_x_axis, const godot_vector2 *p_y_axis, const godot_vector2 *p_origin) { const Vector2 *x_axis = (const Vector2 *)p_x_axis; const Vector2 *y_axis = (const Vector2 *)p_y_axis; const Vector2 *origin = (const Vector2 *)p_origin; Transform2D *dest = (Transform2D *)r_dest; *dest = Transform2D(x_axis->x, x_axis->y, y_axis->x, y_axis->y, origin->x, origin->y); } godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self) { godot_string ret; const Transform2D *self = (const Transform2D *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; *((Transform2D *)&dest) = self->inverse(); return dest; } godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; *((Transform2D *)&dest) = self->affine_inverse(); return dest; } godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self) { const Transform2D *self = (const Transform2D *)p_self; return self->get_rotation(); } godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self) { godot_vector2 dest; const Transform2D *self = (const Transform2D *)p_self; *((Vector2 *)&dest) = self->get_origin(); return dest; } godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self) { godot_vector2 dest; const Transform2D *self = (const Transform2D *)p_self; *((Vector2 *)&dest) = self->get_scale(); return dest; } godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; *((Transform2D *)&dest) = self->orthonormalized(); return dest; } godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; *((Transform2D *)&dest) = self->rotated(p_phi); return dest; } godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *scale = (const Vector2 *)p_scale; *((Transform2D *)&dest) = self->scaled(*scale); return dest; } godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *offset = (const Vector2 *)p_offset; *((Transform2D *)&dest) = self->translated(*offset); return dest; } godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *v = (const Vector2 *)p_v; *dest = self->xform(*v); return raw_dest; } godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *v = (const Vector2 *)p_v; *dest = self->xform_inv(*v); return raw_dest; } godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *v = (const Vector2 *)p_v; *dest = self->basis_xform(*v); return raw_dest; } godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) { godot_vector2 raw_dest; Vector2 *dest = (Vector2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Vector2 *v = (const Vector2 *)p_v; *dest = self->basis_xform_inv(*v); return raw_dest; } godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c) { godot_transform2d dest; const Transform2D *self = (const Transform2D *)p_self; const Transform2D *m = (const Transform2D *)p_m; *((Transform2D *)&dest) = self->interpolate_with(*m, p_c); return dest; } godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b) { const Transform2D *self = (const Transform2D *)p_self; const Transform2D *b = (const Transform2D *)p_b; return *self == *b; } godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b) { godot_transform2d raw_dest; Transform2D *dest = (Transform2D *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Transform2D *b = (const Transform2D *)p_b; *dest = *self * *b; return raw_dest; } void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest) { Transform2D *dest = (Transform2D *)r_dest; *dest = Transform2D(); } godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) { godot_rect2 raw_dest; Rect2 *dest = (Rect2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Rect2 *v = (const Rect2 *)p_v; *dest = self->xform(*v); return raw_dest; } godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) { godot_rect2 raw_dest; Rect2 *dest = (Rect2 *)&raw_dest; const Transform2D *self = (const Transform2D *)p_self; const Rect2 *v = (const Rect2 *)p_v; *dest = self->xform_inv(*v); return raw_dest; } #ifdef __cplusplus } #endif