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GodoBinding/godot_headers/gdnative/vector2.h
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142
GodoBinding/godot_headers/gdnative/vector2.h
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/*************************************************************************/
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/* vector2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_VECTOR2_H
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#define GODOT_VECTOR2_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_VECTOR2_SIZE 8
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#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_VECTOR2_SIZE];
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} godot_vector2;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdnative/gdnative.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y);
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godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self);
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godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self);
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godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self);
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godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self);
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godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_direction_to(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
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godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
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godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
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godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to);
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godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t);
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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);
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godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta);
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godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
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godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by);
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godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self);
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godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with);
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godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n);
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godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n);
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godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n);
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godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length);
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godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b);
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godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b);
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godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b);
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godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self);
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void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x);
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void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y);
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godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self);
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godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_VECTOR2_H
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