49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
109 lines
5.1 KiB
C++
109 lines
5.1 KiB
C++
/*************************************************************************/
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/* transform2d.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef GODOT_TRANSFORM2D_H
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#define GODOT_TRANSFORM2D_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_TRANSFORM2D_SIZE 24
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#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_TRANSFORM2D_SIZE];
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} godot_transform2d;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdnative/gdnative.h>
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#include <gdnative/variant.h>
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#include <gdnative/vector2.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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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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godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self);
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godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self);
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godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self);
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godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self);
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godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self);
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godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self);
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godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self);
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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 GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale);
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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_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
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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 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
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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_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_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b);
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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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void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest);
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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 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_TRANSFORM2D_H
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