b16c309f82
Happy new year to the wonderful Godot community!
209 lines
8.3 KiB
C++
209 lines
8.3 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 "gdnative/transform2d.h"
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#include "core/math/transform_2d.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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