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https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-22 17:17:17 +01:00
Bind everything in Vector2.
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parent
a7b777fd62
commit
88fbeb4fe4
@ -418,40 +418,50 @@ struct _VariantCall {
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r_ret = retval;
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}
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VCALL_LOCALMEM1R(Vector2, distance_to);
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VCALL_LOCALMEM1R(Vector2, distance_squared_to);
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VCALL_LOCALMEM0R(Vector2, length);
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VCALL_LOCALMEM0R(Vector2, length_squared);
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VCALL_LOCALMEM1(Vector2, set_all);
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VCALL_LOCALMEM0R(Vector2, min_axis);
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VCALL_LOCALMEM0R(Vector2, max_axis);
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VCALL_LOCALMEM0(Vector2, normalize);
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VCALL_LOCALMEM0R(Vector2, normalized);
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VCALL_LOCALMEM0R(Vector2, is_normalized);
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VCALL_LOCALMEM1R(Vector2, is_equal_approx);
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VCALL_LOCALMEM1R(Vector2, posmod);
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VCALL_LOCALMEM1R(Vector2, posmodv);
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VCALL_LOCALMEM1R(Vector2, project);
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VCALL_LOCALMEM0R(Vector2, length);
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VCALL_LOCALMEM0R(Vector2, length_squared);
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VCALL_LOCALMEM1R(Vector2, limit_length);
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VCALL_LOCALMEM1R(Vector2, min);
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VCALL_LOCALMEM1R(Vector2, max);
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VCALL_LOCALMEM1R(Vector2, distance_to);
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VCALL_LOCALMEM1R(Vector2, distance_squared_to);
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VCALL_LOCALMEM1R(Vector2, angle_to);
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VCALL_LOCALMEM1R(Vector2, angle_to_point);
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VCALL_LOCALMEM1R(Vector2, direction_to);
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VCALL_LOCALMEM1R(Vector2, dot);
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VCALL_LOCALMEM1R(Vector2, cross);
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VCALL_LOCALMEM1R(Vector2, posmod);
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VCALL_LOCALMEM1R(Vector2, posmodv);
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VCALL_LOCALMEM1R(Vector2, project);
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VCALL_LOCALMEM2R(Vector2, plane_project);
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VCALL_LOCALMEM1R(Vector2, clamped);
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VCALL_LOCALMEM2R(Vector2, linear_interpolate);
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VCALL_LOCALMEM2R(Vector2, slerp);
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VCALL_LOCALMEM4R(Vector2, cubic_interpolate);
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VCALL_LOCALMEM4R(Vector2, bezier_interpolate);
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VCALL_LOCALMEM2R(Vector2, move_toward);
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VCALL_LOCALMEM1R(Vector2, slide);
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VCALL_LOCALMEM1R(Vector2, bounce);
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VCALL_LOCALMEM1R(Vector2, reflect);
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VCALL_LOCALMEM1R(Vector2, is_equal_approx);
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VCALL_LOCALMEM0R(Vector2, angle);
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VCALL_LOCALMEM1(Vector2, set_rotation);
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VCALL_LOCALMEM0R(Vector2, abs);
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VCALL_LOCALMEM1R(Vector2, rotated);
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VCALL_LOCALMEM0R(Vector2, tangent);
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VCALL_LOCALMEM0R(Vector2, orthogonal);
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VCALL_LOCALMEM0R(Vector2, sign);
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VCALL_LOCALMEM0R(Vector2, floor);
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VCALL_LOCALMEM0R(Vector2, ceil);
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VCALL_LOCALMEM0R(Vector2, round);
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VCALL_LOCALMEM1R(Vector2, snapped);
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VCALL_LOCALMEM0R(Vector2, aspect);
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VCALL_LOCALMEM1R(Vector2, dot);
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VCALL_LOCALMEM1R(Vector2, slide);
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VCALL_LOCALMEM1R(Vector2, bounce);
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VCALL_LOCALMEM1R(Vector2, reflect);
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VCALL_LOCALMEM0R(Vector2, angle);
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VCALL_LOCALMEM1R(Vector2, cross);
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VCALL_LOCALMEM0R(Vector2, abs);
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VCALL_LOCALMEM1R(Vector2, clamped);
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VCALL_LOCALMEM1R(Vector2, limit_length);
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VCALL_LOCALMEM0R(Vector2, sign);
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VCALL_LOCALMEM2R(Vector2i, linear_interpolate);
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@ -2233,40 +2243,50 @@ void register_variant_methods() {
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ADDFUNC0R(STRING, POOL_BYTE_ARRAY, String, to_utf8, varray());
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ADDFUNC0R(STRING, POOL_BYTE_ARRAY, String, to_wchar, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, angle, varray());
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ADDFUNC1(VECTOR2, NIL, Vector2, set_all, REAL, "value", varray());
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ADDFUNC0R(VECTOR2, INT, Vector2, min_axis, varray());
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ADDFUNC0R(VECTOR2, INT, Vector2, max_axis, varray());
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ADDFUNC0(VECTOR2, NIL, Vector2, normalize, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, length, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, length_squared, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, limit_length, REAL, "length", varray(1.0));
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, min, VECTOR2, "vector2", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, max, VECTOR2, "vector2", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_squared_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to_point, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, direction_to, VECTOR2, "b", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_to, VECTOR2, "to", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, distance_squared_to, VECTOR2, "to", varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, length, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, length_squared, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
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ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, dot, VECTOR2, "with", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, cross, VECTOR2, "with", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmod, REAL, "mod", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmodv, VECTOR2, "modv", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray());
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, plane_project, REAL, "d", VECTOR2, "vec", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, clamped, REAL, "length", varray());
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, linear_interpolate, VECTOR2, "to", REAL, "weight", varray());
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, slerp, VECTOR2, "to", REAL, "weight", varray());
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ADDFUNC4R(VECTOR2, VECTOR2, Vector2, cubic_interpolate, VECTOR2, "b", VECTOR2, "pre_a", VECTOR2, "post_b", REAL, "weight", varray());
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ADDFUNC4R(VECTOR2, VECTOR2, Vector2, bezier_interpolate, VECTOR2, "b", VECTOR2, "pre_a", VECTOR2, "post_b", REAL, "weight", varray());
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, move_toward, VECTOR2, "to", REAL, "delta", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, slide, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, bounce, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, angle, varray());
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ADDFUNC1(VECTOR2, NIL, Vector2, set_rotation, REAL, "radians", varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, abs, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "phi", varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, tangent, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, orthogonal, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, sign, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, floor, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, ceil, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, round, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, snapped, VECTOR2, "by", varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, aspect, varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, dot, VECTOR2, "with", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, slide, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, bounce, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, REAL, Vector2, cross, VECTOR2, "with", varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, abs, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, clamped, REAL, "length", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, limit_length, REAL, "length", varray(1.0));
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, sign, varray());
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ADDFUNC2R(VECTOR2I, VECTOR2I, Vector2i, linear_interpolate, VECTOR2, "to", REAL, "weight", varray());
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