diff options
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  |