godot/modules/gdnative/include/gdnative/vector2.h
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

139 lines
6.1 KiB
C++

/*************************************************************************/
/* vector2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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. */
/*************************************************************************/
#ifndef GODOT_VECTOR2_H
#define GODOT_VECTOR2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#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 <gdnative/gdnative.h>
#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_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_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 // GODOT_VECTOR2_H