virtualx-engine/modules/gdnative/godot/godot_transform.cpp

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/*************************************************************************/
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/* godot_transform.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#include "godot_transform.h"
#include "core/variant.h"
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#include "core/math/transform.h"
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#ifdef __cplusplus
extern "C" {
#endif
void _transform_api_anchor() {}
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void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin) {
const Vector3 *x_axis = (const Vector3 *)p_x_axis;
const Vector3 *y_axis = (const Vector3 *)p_y_axis;
const Vector3 *z_axis = (const Vector3 *)p_z_axis;
const Vector3 *origin = (const Vector3 *)p_origin;
Transform *dest = (Transform *)r_dest;
dest->basis.set_axis(0, *x_axis);
dest->basis.set_axis(1, *y_axis);
dest->basis.set_axis(2, *z_axis);
dest->origin = *origin;
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}
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin) {
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const Basis *basis = (const Basis *)p_basis;
const Vector3 *origin = (const Vector3 *)p_origin;
Transform *dest = (Transform *)r_dest;
*dest = Transform(*basis, *origin);
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}
godot_string GDAPI godot_transform_as_string(const godot_transform *p_self) {
godot_string ret;
const Transform *self = (const Transform *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->inverse();
return dest;
}
godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->affine_inverse();
return dest;
}
godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->orthonormalized();
return dest;
}
godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
*((Transform *)&dest) = self->rotated(*axis, p_phi);
return dest;
}
godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *scale = (const Vector3 *)p_scale;
*((Transform *)&dest) = self->scaled(*scale);
return dest;
}
godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *ofs = (const Vector3 *)p_ofs;
*((Transform *)&dest) = self->translated(*ofs);
return dest;
}
godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *target = (const Vector3 *)p_target;
const Vector3 *up = (const Vector3 *)p_up;
*((Transform *)&dest) = self->looking_at(*target, *up);
return dest;
}
godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v) {
godot_plane raw_dest;
Plane *dest = (Plane *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Plane *v = (const Plane *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v) {
godot_plane raw_dest;
Plane *dest = (Plane *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Plane *v = (const Plane *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
void GDAPI godot_transform_new_identity(godot_transform *r_dest) {
Transform *dest = (Transform *)r_dest;
*dest = Transform();
}
godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b) {
const Transform *self = (const Transform *)p_self;
const Transform *b = (const Transform *)p_b;
return *self == *b;
}
godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b) {
godot_transform raw_dest;
Transform *dest = (Transform *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Transform *b = (const Transform *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
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}
godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v) {
godot_rect3 raw_dest;
Rect3 *dest = (Rect3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Rect3 *v = (const Rect3 *)p_v;
*dest = self->xform(*v);
return raw_dest;
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}
godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v) {
godot_rect3 raw_dest;
Rect3 *dest = (Rect3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Rect3 *v = (const Rect3 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
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}
#ifdef __cplusplus
}
#endif