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+/*************************************************************************/
+/* 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 "vector2.h"
+#include "core/variant.h"
+
+#include "core/math/math_2d.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void _vector2_api_anchor() {}
+
+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);
+}
+
+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;
+}
+
+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_length(const godot_vector2 *p_self) {
+ const Vector2 *self = (const Vector2 *)p_self;
+ return self->length();
+}
+
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self) {
+ const Vector2 *self = (const Vector2 *)p_self;
+ return self->angle();
+}
+
+godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self) {
+ const Vector2 *self = (const Vector2 *)p_self;
+ return self->length_squared();
+}
+
+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_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_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_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_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_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t) {
+ godot_vector2 dest;
+ 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_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;
+ 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_rotated(const godot_vector2 *p_self, const godot_real p_phi) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+
+ *((Vector2 *)&dest) = self->rotated(p_phi);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+ *((Vector2 *)&dest) = self->tangent();
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+ *((Vector2 *)&dest) = self->floor();
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+ const Vector2 *by = (const Vector2 *)p_by;
+ *((Vector2 *)&dest) = self->snapped(*by);
+ return dest;
+}
+
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self) {
+ const Vector2 *self = (const Vector2 *)p_self;
+ return self->aspect();
+}
+
+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_slide(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->slide(*n);
+ return dest;
+}
+
+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_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_abs(const godot_vector2 *p_self) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+ *((Vector2 *)&dest) = self->abs();
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length) {
+ godot_vector2 dest;
+ const Vector2 *self = (const Vector2 *)p_self;
+
+ *((Vector2 *)&dest) = self->clamped(p_length);
+ return dest;
+}
+
+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_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_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_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_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_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_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_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_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;
+}
+
+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
+}
+#endif