296 lines
9.3 KiB
C++
296 lines
9.3 KiB
C++
/*************************************************************************/
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/* godot_vector2.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 "godot_vector2.h"
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#include "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 _vector2_api_anchor() {}
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godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) {
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godot_vector2 value;
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Vector2 *v = (Vector2 *)&value;
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v->x = p_x;
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v->y = p_y;
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return value;
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}
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void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
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Vector2 *v = (Vector2 *)p_v;
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v->x = p_x;
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}
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void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
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Vector2 *v = (Vector2 *)p_v;
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v->y = p_y;
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}
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godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->x;
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}
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godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->y;
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}
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void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
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Vector2 *v = (Vector2 *)p_v;
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v->normalize();
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}
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godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) {
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godot_vector2 dest;
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const Vector2 *v = (Vector2 *)p_v;
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Vector2 *d = (Vector2 *)&dest;
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*d = v->normalized();
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return dest;
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}
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godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->length();
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}
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godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->length_squared();
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}
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godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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return v->distance_to(*b);
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}
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godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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return v->distance_squared_to(*b);
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}
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godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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*d = *v + *b;
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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*d = *v - *b;
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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*d = *v * *b;
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = *v * p_b;
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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*d = *v / *b;
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = *v / p_b;
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return dest;
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}
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godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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return *v == *b;
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}
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godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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return *v < *b;
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}
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godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = v->abs();
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return dest;
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}
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godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->angle();
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}
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godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *to = (Vector2 *)&p_to;
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return v->angle_to(*to);
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}
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godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *to = (Vector2 *)&p_to;
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return v->angle_to_point(*to);
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}
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godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = v->clamped(length);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_cubic_interpolate(
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const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a,
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const godot_vector2 p_post_b, godot_real t) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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const Vector2 *pre_a = (Vector2 *)&p_pre_a;
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const Vector2 *post_b = (Vector2 *)&p_post_b;
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*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
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return dest;
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}
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godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *with = (Vector2 *)&p_with;
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return v->dot(*with);
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}
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godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = v->floor();
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return dest;
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}
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godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) {
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const Vector2 *v = (Vector2 *)p_v;
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return v->aspect();
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}
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godot_vector2 GDAPI godot_vector2_linear_interpolate(
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const godot_vector2 *p_v,
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const godot_vector2 p_b,
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godot_real t) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *b = (Vector2 *)&p_b;
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*d = v->linear_interpolate(*b, t);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) {
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *vec = (Vector2 *)&p_vec;
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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*d = v->reflect(*vec);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) {
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const Vector2 *v = (Vector2 *)p_v;
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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*d = v->rotated(phi);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *vec = (Vector2 *)&p_vec;
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*d = v->slide(*vec);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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const Vector2 *by = (Vector2 *)&p_by;
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*d = v->snapped(*by);
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) {
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godot_vector2 dest;
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Vector2 *d = (Vector2 *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = v->tangent();
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return dest;
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}
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godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) {
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godot_string dest;
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String *d = (String *)&dest;
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const Vector2 *v = (Vector2 *)p_v;
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*d = "(" + *v + ")";
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return dest;
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}
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#ifdef __cplusplus
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}
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#endif
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