2016-06-26 16:02:15 +02:00
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/*************************************************************************/
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2017-04-09 21:07:53 +02:00
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/* godot_basis.cpp */
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2016-06-26 16:02:15 +02:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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2017-01-01 22:01:57 +01:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-08 00:11:42 +02:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2016-06-26 16:02:15 +02:00
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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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2017-04-09 21:07:53 +02:00
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#include "godot_basis.h"
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2017-04-17 21:42:11 +02:00
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#include "core/variant.h"
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2016-06-26 16:02:15 +02:00
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2017-04-17 21:42:11 +02:00
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#include "core/math/matrix3.h"
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2017-04-03 16:11:38 +02:00
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2017-04-09 21:07:53 +02:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2017-04-17 21:42:11 +02:00
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void _basis_api_anchor() {}
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void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis) {
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const Vector3 *x_axis = (const Vector3 *)p_x_axis;
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const Vector3 *y_axis = (const Vector3 *)p_y_axis;
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const Vector3 *z_axis = (const Vector3 *)p_z_axis;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*x_axis, *y_axis, *z_axis);
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}
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2017-04-17 21:42:11 +02:00
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void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi) {
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const Vector3 *axis = (const Vector3 *)p_axis;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*axis, p_phi);
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}
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void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler) {
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const Vector3 *euler = (const Vector3 *)p_euler;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*euler);
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}
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godot_string GDAPI godot_basis_as_string(const godot_basis *p_self) {
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godot_string ret;
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const Basis *self = (const Basis *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->inverse();
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return dest;
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}
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godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->transposed();
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return dest;
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}
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godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->orthonormalized();
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return dest;
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}
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godot_real GDAPI godot_basis_determinant(const godot_basis *p_self) {
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const Basis *self = (const Basis *)p_self;
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return self->determinant();
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}
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godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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*((Basis *)&dest) = self->rotated(*axis, p_phi);
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return dest;
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}
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godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *scale = (const Vector3 *)p_scale;
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*((Basis *)&dest) = self->scaled(*scale);
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return dest;
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}
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void GDAPI godot_basis_set_scale(godot_basis *p_self, const godot_vector3 *p_scale) {
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Basis *self = (Basis *)p_self;
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const Vector3 *scale = (const Vector3 *)p_scale;
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self->set_scale(*scale);
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}
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void GDAPI godot_basis_set_rotation_euler(godot_basis *p_self, const godot_vector3 *p_euler) {
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Basis *self = (Basis *)p_self;
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const Vector3 *euler = (const Vector3 *)p_euler;
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self->set_rotation_euler(*euler);
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}
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void GDAPI godot_basis_set_rotation_axis_angle(godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_angle) {
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Basis *self = (Basis *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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self->set_rotation_axis_angle(*axis, p_angle);
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}
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godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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*((Vector3 *)&dest) = self->get_scale();
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return dest;
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}
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godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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*((Vector3 *)&dest) = self->get_euler();
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return dest;
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}
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godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdotx(*with);
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}
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godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdoty(*with);
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}
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godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdotz(*with);
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}
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godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*((Vector3 *)&dest) = self->xform(*v);
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return dest;
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}
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godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*((Vector3 *)&dest) = self->xform_inv(*v);
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return dest;
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}
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godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self) {
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const Basis *self = (const Basis *)p_self;
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return self->get_orthogonal_index();
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}
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void GDAPI godot_basis_new(godot_basis *r_dest) {
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Basis *dest = (Basis *)r_dest;
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*dest = Basis();
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}
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void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler) {
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Basis *dest = (Basis *)r_dest;
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const Quat *euler = (const Quat *)p_euler;
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*dest = Basis(*euler);
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}
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// p_elements is a pointer to an array of 3 (!!) vector3
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void GDAPI godot_basis_get_elements(godot_basis *p_self, godot_vector3 *p_elements) {
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const Basis *self = (const Basis *)p_self;
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Vector3 *elements = (Vector3 *)p_elements;
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elements[0] = self->elements[0];
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elements[1] = self->elements[1];
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elements[2] = self->elements[2];
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}
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godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis) {
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godot_vector3 dest;
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Vector3 *d = (Vector3 *)&dest;
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const Basis *self = (const Basis *)p_self;
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*d = self->get_axis(p_axis);
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return dest;
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}
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void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value) {
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Basis *self = (Basis *)p_self;
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const Vector3 *value = (const Vector3 *)p_value;
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self->set_axis(p_axis, *value);
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}
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godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row) {
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godot_vector3 dest;
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Vector3 *d = (Vector3 *)&dest;
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const Basis *self = (const Basis *)p_self;
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*d = self->get_row(p_row);
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return dest;
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}
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void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value) {
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Basis *self = (Basis *)p_self;
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const Vector3 *value = (const Vector3 *)p_value;
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self->set_row(p_row, *value);
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}
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godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b) {
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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return *self == *b;
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}
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godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self + *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_substract(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self - *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self * *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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*dest = *self * p_b;
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return raw_dest;
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}
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#ifdef __cplusplus
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}
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#endif
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