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/*************************************************************************/
/* 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 "core/math/math_2d.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
void _transform2d_api_anchor() {}
void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos) {
const Vector2 *pos = (const Vector2 *)p_pos;
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D(p_rot, *pos);
}
void GDAPI godot_transform2d_new_axis_origin(godot_transform2d *r_dest, const godot_vector2 *p_x_axis, const godot_vector2 *p_y_axis, const godot_vector2 *p_origin) {
const Vector2 *x_axis = (const Vector2 *)p_x_axis;
const Vector2 *y_axis = (const Vector2 *)p_y_axis;
const Vector2 *origin = (const Vector2 *)p_origin;
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D(x_axis->x, x_axis->y, y_axis->x, y_axis->y, origin->x, origin->y);
}
godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self) {
godot_string ret;
const Transform2D *self = (const Transform2D *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->inverse();
return dest;
}
godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->affine_inverse();
return dest;
}
godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self) {
const Transform2D *self = (const Transform2D *)p_self;
return self->get_rotation();
}
godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self) {
godot_vector2 dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Vector2 *)&dest) = self->get_origin();
return dest;
}
godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self) {
godot_vector2 dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Vector2 *)&dest) = self->get_scale();
return dest;
}
godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->orthonormalized();
return dest;
}
godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->rotated(p_phi);
return dest;
}
godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *scale = (const Vector2 *)p_scale;
*((Transform2D *)&dest) = self->scaled(*scale);
return dest;
}
godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *offset = (const Vector2 *)p_offset;
*((Transform2D *)&dest) = self->translated(*offset);
return dest;
}
godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->basis_xform(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->basis_xform_inv(*v);
return raw_dest;
}
godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *m = (const Transform2D *)p_m;
*((Transform2D *)&dest) = self->interpolate_with(*m, p_c);
return dest;
}
godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b) {
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *b = (const Transform2D *)p_b;
return *self == *b;
}
godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b) {
godot_transform2d raw_dest;
Transform2D *dest = (Transform2D *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *b = (const Transform2D *)p_b;
*dest = *self * *b;
return raw_dest;
}
void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest) {
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D();
}
godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
godot_rect2 raw_dest;
Rect2 *dest = (Rect2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Rect2 *v = (const Rect2 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
godot_rect2 raw_dest;
Rect2 *dest = (Rect2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Rect2 *v = (const Rect2 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
#ifdef __cplusplus
}
#endif
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