534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
210 lines
8.4 KiB
C++
210 lines
8.4 KiB
C++
/*************************************************************************/
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/* transform2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "transform2d.h"
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#include "core/variant.h"
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#include "core/math/math_2d.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _transform2d_api_anchor() {}
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void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos) {
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const Vector2 *pos = (const Vector2 *)p_pos;
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Transform2D *dest = (Transform2D *)r_dest;
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*dest = Transform2D(p_rot, *pos);
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}
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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) {
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const Vector2 *x_axis = (const Vector2 *)p_x_axis;
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const Vector2 *y_axis = (const Vector2 *)p_y_axis;
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const Vector2 *origin = (const Vector2 *)p_origin;
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Transform2D *dest = (Transform2D *)r_dest;
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*dest = Transform2D(x_axis->x, x_axis->y, y_axis->x, y_axis->y, origin->x, origin->y);
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}
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godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self) {
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godot_string ret;
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const Transform2D *self = (const Transform2D *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Transform2D *)&dest) = self->inverse();
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return dest;
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}
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godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Transform2D *)&dest) = self->affine_inverse();
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return dest;
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}
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godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self) {
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const Transform2D *self = (const Transform2D *)p_self;
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return self->get_rotation();
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}
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godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self) {
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godot_vector2 dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Vector2 *)&dest) = self->get_origin();
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return dest;
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}
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godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self) {
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godot_vector2 dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Vector2 *)&dest) = self->get_scale();
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return dest;
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}
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godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Transform2D *)&dest) = self->orthonormalized();
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return dest;
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}
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godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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*((Transform2D *)&dest) = self->rotated(p_phi);
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return dest;
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}
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godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *scale = (const Vector2 *)p_scale;
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*((Transform2D *)&dest) = self->scaled(*scale);
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return dest;
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}
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godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *offset = (const Vector2 *)p_offset;
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*((Transform2D *)&dest) = self->translated(*offset);
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return dest;
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}
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godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
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godot_vector2 raw_dest;
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Vector2 *dest = (Vector2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *v = (const Vector2 *)p_v;
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*dest = self->xform(*v);
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return raw_dest;
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}
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godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
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godot_vector2 raw_dest;
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Vector2 *dest = (Vector2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *v = (const Vector2 *)p_v;
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*dest = self->xform_inv(*v);
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return raw_dest;
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}
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godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
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godot_vector2 raw_dest;
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Vector2 *dest = (Vector2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *v = (const Vector2 *)p_v;
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*dest = self->basis_xform(*v);
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return raw_dest;
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}
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godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
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godot_vector2 raw_dest;
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Vector2 *dest = (Vector2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Vector2 *v = (const Vector2 *)p_v;
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*dest = self->basis_xform_inv(*v);
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return raw_dest;
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}
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godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c) {
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godot_transform2d dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Transform2D *m = (const Transform2D *)p_m;
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*((Transform2D *)&dest) = self->interpolate_with(*m, p_c);
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return dest;
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}
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godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b) {
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const Transform2D *self = (const Transform2D *)p_self;
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const Transform2D *b = (const Transform2D *)p_b;
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return *self == *b;
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}
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godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b) {
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godot_transform2d raw_dest;
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Transform2D *dest = (Transform2D *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Transform2D *b = (const Transform2D *)p_b;
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*dest = *self * *b;
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return raw_dest;
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}
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void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest) {
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Transform2D *dest = (Transform2D *)r_dest;
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*dest = Transform2D();
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}
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godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
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godot_rect2 raw_dest;
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Rect2 *dest = (Rect2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Rect2 *v = (const Rect2 *)p_v;
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*dest = self->xform(*v);
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return raw_dest;
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}
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godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
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godot_rect2 raw_dest;
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Rect2 *dest = (Rect2 *)&raw_dest;
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const Transform2D *self = (const Transform2D *)p_self;
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const Rect2 *v = (const Rect2 *)p_v;
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*dest = self->xform_inv(*v);
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return raw_dest;
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}
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#ifdef __cplusplus
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}
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#endif
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