/*************************************************************************/ /* godot_transform2d.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_transform2d.h" #include "../godot.h" #include "math/math_2d.h" #ifdef __cplusplus extern "C" { #endif void _transform2d_api_anchor() { } void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t) { Transform2D *t = (Transform2D *)p_t; *t = Transform2D(); } void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c) { Transform2D *t = (Transform2D *)p_t; Vector2 *a = (Vector2 *)p_a; Vector2 *b = (Vector2 *)p_b; Vector2 *c = (Vector2 *)p_c; *t = Transform2D(a->x, a->y, b->x, b->y, c->x, c->y); } void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos) { Transform2D *t = (Transform2D *)p_t; Vector2 *pos = (Vector2 *)p_pos; *t = Transform2D(p_rot, *pos); } godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx) { const Transform2D *t = (const Transform2D *)p_t; const Vector2 *e = &t->operator[](p_idx); return (godot_vector2 const *)e; } godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx) { Transform2D *t = (Transform2D *)p_t; Vector2 *e = &t->operator[](p_idx); return (godot_vector2 *)e; } godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis) { return *godot_transform2d_const_index(p_t, p_axis); } void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec) { godot_vector2 *origin_v = godot_transform2d_index(p_t, p_axis); *origin_v = *p_vec; } // @Incomplete // See header file #ifdef __cplusplus } #endif