diff options
author | Emmanuel Leblond <emmanuel.leblond@gmail.com> | 2017-04-17 21:42:11 +0200 |
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committer | Emmanuel Leblond <emmanuel.leblond@gmail.com> | 2017-05-19 23:28:15 +0200 |
commit | abcb044bf3f197ef68715f89abec77102bbe58ec (patch) | |
tree | e1c16a806b9b5ec71730a5b09c2ff6a4b17bc93c /modules/gdnative/godot/godot_vector2.cpp | |
parent | a75623f436c215e107ede321afa08a1897552deb (diff) |
Finish implementation of GDnative builtins bindings
Diffstat (limited to 'modules/gdnative/godot/godot_vector2.cpp')
-rw-r--r-- | modules/gdnative/godot/godot_vector2.cpp | 341 |
1 files changed, 171 insertions, 170 deletions
diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp index 87e60b6245..0ced800872 100644 --- a/modules/gdnative/godot/godot_vector2.cpp +++ b/modules/gdnative/godot/godot_vector2.cpp @@ -28,8 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "godot_vector2.h" +#include "core/variant.h" -#include "math/math_2d.h" +#include "core/math/math_2d.h" #ifdef __cplusplus extern "C" { @@ -37,258 +38,258 @@ extern "C" { 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_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y) { + + Vector2 *dest = (Vector2 *)r_dest; + *dest = Vector2(p_x, p_y); } -void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) { - Vector2 *v = (Vector2 *)p_v; - v->x = p_x; +godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self) { + godot_string ret; + const Vector2 *self = (const Vector2 *)p_self; + memnew_placement(&ret, String(*self)); + return ret; } -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_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self) { + godot_vector2 dest; + const Vector2 *self = (const Vector2 *)p_self; + *((Vector2 *)&dest) = self->normalized(); + return dest; } -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_length(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->length(); } -godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) { - const Vector2 *v = (Vector2 *)p_v; - return v->y; + +godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->angle(); } -void GDAPI godot_vector2_normalize(godot_vector2 *p_v) { - Vector2 *v = (Vector2 *)p_v; - v->normalize(); +godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->length_squared(); } -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_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->is_normalized(); } -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_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *to = (const Vector2 *)p_to; + return self->distance_to(*to); } -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_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *to = (const Vector2 *)p_to; + return self->distance_squared_to(*to); } -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_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *to = (const Vector2 *)p_to; + return self->angle_to(*to); } -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_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *to = (const Vector2 *)p_to; + return self->angle_to_point(*to); } -godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) { +godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - const Vector2 *b = (Vector2 *)&p_b; - *d = *v + *b; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + *((Vector2 *)&dest) = self->linear_interpolate(*b, p_t); return dest; } -godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) { +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 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - const Vector2 *b = (Vector2 *)&p_b; - *d = *v - *b; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + const Vector2 *pre_a = (const Vector2 *)p_pre_a; + const Vector2 *post_b = (const Vector2 *)p_post_b; + *((Vector2 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t); return dest; } -godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { +godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - const Vector2 *b = (Vector2 *)&p_b; - *d = *v * *b; + const Vector2 *self = (const Vector2 *)p_self; + + *((Vector2 *)&dest) = self->rotated(p_phi); return dest; } -godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) { +godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - *d = *v * p_b; + const Vector2 *self = (const Vector2 *)p_self; + *((Vector2 *)&dest) = self->tangent(); return dest; } -godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) { +godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - const Vector2 *b = (Vector2 *)&p_b; - *d = *v / *b; + const Vector2 *self = (const Vector2 *)p_self; + *((Vector2 *)&dest) = self->floor(); return dest; } -godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) { +godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - *d = *v / p_b; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *by = (const Vector2 *)p_by; + *((Vector2 *)&dest) = self->snapped(*by); 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_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->aspect(); } -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_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *with = (const Vector2 *)p_with; + return self->dot(*with); } -godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) { +godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - *d = v->abs(); + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *n = (const Vector2 *)p_n; + *((Vector2 *)&dest) = self->slide(*n); 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_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n) { + godot_vector2 dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *n = (const Vector2 *)p_n; + *((Vector2 *)&dest) = self->bounce(*n); + return dest; } -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_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n) { + godot_vector2 dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *n = (const Vector2 *)p_n; + *((Vector2 *)&dest) = self->reflect(*n); + return dest; } -godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) { +godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self) { godot_vector2 dest; - Vector2 *d = (Vector2 *)&dest; - const Vector2 *v = (Vector2 *)p_v; - *d = v->clamped(length); + const Vector2 *self = (const Vector2 *)p_self; + *((Vector2 *)&dest) = self->abs(); 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 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length) { 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); + const Vector2 *self = (const Vector2 *)p_self; + + *((Vector2 *)&dest) = self->clamped(p_length); 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_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + *dest = *self + *b; + return raw_dest; } -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_vector2 GDAPI godot_vector2_operator_substract(const godot_vector2 *p_self, const godot_vector2 *p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + *dest = *self - *b; + return raw_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_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + *dest = *self * *b; + return raw_dest; } -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_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + *dest = *self * p_b; + return raw_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_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + *dest = *self / *b; + return raw_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_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + *dest = *self / p_b; + return raw_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_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + return *self == *b; } -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_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b) { + const Vector2 *self = (const Vector2 *)p_self; + const Vector2 *b = (const Vector2 *)p_b; + return *self < *b; } -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_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self) { + godot_vector2 raw_dest; + Vector2 *dest = (Vector2 *)&raw_dest; + const Vector2 *self = (const Vector2 *)p_self; + *dest = -(*self); + return raw_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; +void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x) { + Vector2 *self = (Vector2 *)p_self; + self->x = p_x; +} + +void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y) { + Vector2 *self = (Vector2 *)p_self; + self->y = p_y; +} + +godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->x; +} + +godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self) { + const Vector2 *self = (const Vector2 *)p_self; + return self->y; } #ifdef __cplusplus |