1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
|
/*************************************************************************/
/* 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
|