/**************************************************************************/ /* vector2.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef GDNATIVE_VECTOR2_H #define GDNATIVE_VECTOR2_H #ifdef __cplusplus extern "C" { #endif #include #define GODOT_VECTOR2_SIZE 8 #ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED #define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED typedef struct { uint8_t _dont_touch_that[GODOT_VECTOR2_SIZE]; } godot_vector2; #endif // reduce extern "C" nesting for VS2013 #ifdef __cplusplus } #endif #include #ifdef __cplusplus extern "C" { #endif void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y); godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self); godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self); godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self); godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self); godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self); godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self); godot_vector2 GDAPI godot_vector2_direction_to(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to); godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to); godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to); godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_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 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 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta); godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi); godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self); godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self); godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by); godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self); godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with); godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n); godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n); godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n); godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self); godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length); godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b); godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b); godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b); godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self); void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x); void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y); godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self); godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self); #ifdef __cplusplus } #endif #endif // GDNATIVE_VECTOR2_H