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/*************************************************************************/
/* 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
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