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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