virtualx-engine/modules/gdnative/godot/godot_vector2.cpp

296 lines
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/*************************************************************************/
/* godot_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 "godot_vector2.h"
#include "math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector2_api_anchor() {}
godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) {
godot_vector2 value;
Vector2 *v = (Vector2 *)&value;
v->x = p_x;
v->y = p_y;
return value;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
}
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->y = p_y;
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->y;
}
void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
v->normalize();
}
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) {
godot_vector2 dest;
const Vector2 *v = (Vector2 *)p_v;
Vector2 *d = (Vector2 *)&dest;
*d = v->normalized();
return dest;
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->length_squared();
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
return v->distance_to(*b);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
return v->distance_squared_to(*b);
}
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
*d = *v + *b;
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
*d = *v - *b;
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
*d = *v * *b;
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = *v * p_b;
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
*d = *v / *b;
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = *v / p_b;
return dest;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
return *v == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
return *v < *b;
}
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = v->abs();
return dest;
}
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->angle();
}
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *to = (Vector2 *)&p_to;
return v->angle_to(*to);
}
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *to = (Vector2 *)&p_to;
return v->angle_to_point(*to);
}
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = v->clamped(length);
return dest;
}
godot_vector2 GDAPI godot_vector2_cubic_interpolate(
const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a,
const godot_vector2 p_post_b, godot_real t) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
const Vector2 *pre_a = (Vector2 *)&p_pre_a;
const Vector2 *post_b = (Vector2 *)&p_post_b;
*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
return dest;
}
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *with = (Vector2 *)&p_with;
return v->dot(*with);
}
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = v->floor();
return dest;
}
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) {
const Vector2 *v = (Vector2 *)p_v;
return v->aspect();
}
godot_vector2 GDAPI godot_vector2_linear_interpolate(
const godot_vector2 *p_v,
const godot_vector2 p_b,
godot_real t) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *b = (Vector2 *)&p_b;
*d = v->linear_interpolate(*b, t);
return dest;
}
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) {
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *vec = (Vector2 *)&p_vec;
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
*d = v->reflect(*vec);
return dest;
}
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) {
const Vector2 *v = (Vector2 *)p_v;
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
*d = v->rotated(phi);
return dest;
}
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *vec = (Vector2 *)&p_vec;
*d = v->slide(*vec);
return dest;
}
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
const Vector2 *by = (Vector2 *)&p_by;
*d = v->snapped(*by);
return dest;
}
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = v->tangent();
return dest;
}
godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) {
godot_string dest;
String *d = (String *)&dest;
const Vector2 *v = (Vector2 *)p_v;
*d = "(" + *v + ")";
return dest;
}
#ifdef __cplusplus
}
#endif