virtualx-engine/modules/gdnative/godot/vector2.cpp
Karroffel 534d62d2f4 [GDNative] new GDNative API
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.
2017-07-24 04:23:37 +02:00

297 lines
10 KiB
C++

/*************************************************************************/
/* 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 "vector2.h"
#include "core/variant.h"
#include "core/math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector2_api_anchor() {}
void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y) {
Vector2 *dest = (Vector2 *)r_dest;
*dest = Vector2(p_x, p_y);
}
godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self) {
godot_string ret;
const Vector2 *self = (const Vector2 *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->normalized();
return dest;
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->length();
}
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->angle();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->length_squared();
}
godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->is_normalized();
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->distance_to(*to);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->distance_squared_to(*to);
}
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->angle_to(*to);
}
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->angle_to_point(*to);
}
godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*((Vector2 *)&dest) = self->linear_interpolate(*b, p_t);
return dest;
}
godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
const Vector2 *pre_a = (const Vector2 *)p_pre_a;
const Vector2 *post_b = (const Vector2 *)p_post_b;
*((Vector2 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
return dest;
}
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->rotated(p_phi);
return dest;
}
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->tangent();
return dest;
}
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->floor();
return dest;
}
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *by = (const Vector2 *)p_by;
*((Vector2 *)&dest) = self->snapped(*by);
return dest;
}
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->aspect();
}
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *with = (const Vector2 *)p_with;
return self->dot(*with);
}
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->slide(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->bounce(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->reflect(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->abs();
return dest;
}
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->clamped(p_length);
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self + *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_substract(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self - *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = *self * p_b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self / *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = *self / p_b;
return raw_dest;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
return *self == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
return *self < *b;
}
godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = -(*self);
return raw_dest;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x) {
Vector2 *self = (Vector2 *)p_self;
self->x = p_x;
}
void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y) {
Vector2 *self = (Vector2 *)p_self;
self->y = p_y;
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->y;
}
#ifdef __cplusplus
}
#endif