virtualx-engine/modules/gdnative/include/gdnative/vector2.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

142 lines
6.3 KiB
C++

/*************************************************************************/
/* vector2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef GODOT_VECTOR2_H
#define GODOT_VECTOR2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR2_SIZE 8
#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR2_SIZE];
} godot_vector2;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y);
godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self);
godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_direction_to(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_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 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 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta);
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by);
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with);
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length);
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self);
void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x);
void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y);
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR2_H