2017-04-09 21:07:53 +02:00
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/*************************************************************************/
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/* godot_vector3.cpp */
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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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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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2017-04-03 16:11:38 +02:00
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#include "godot_vector3.h"
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#include "math/vector3.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _vector3_api_anchor() {
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}
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void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
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Vector3 *v = (Vector3 *)p_v;
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*v = Vector3(p_x, p_y, p_z);
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}
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void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
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Vector3 *v = (Vector3 *)p_v;
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v->set_axis(p_axis, p_val);
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}
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godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) {
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Vector3 *v = (Vector3 *)p_v;
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return v->get_axis(p_axis);
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}
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godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->min_axis();
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}
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godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->max_axis();
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}
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godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->length();
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}
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godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->length_squared();
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}
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void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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v->normalize();
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}
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void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *src = (Vector3 *)p_src;
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Vector3 *dest = (Vector3 *)p_dest;
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*dest = src->normalized();
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}
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/*
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* inverse
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* zero
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* snap
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* snapped
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* rotate
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* rotated
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*
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*
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* linear_interpolate
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* cubic_interpolate
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* cubic_interpolaten
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* cross
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* dot
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* outer
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* to_diagonal_matrix
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* abs
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* floor
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* ceil
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*/
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godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return a->distance_to(*b);
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}
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godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return a->distance_squared_to(*b);
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}
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/*
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* slide
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* reflect
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*/
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void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a + *b;
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}
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void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a - *b;
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}
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void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a * *b;
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}
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void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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*dest = *a * p_b;
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}
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void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a / *b;
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}
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void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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*dest = *a / p_b;
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}
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godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return *a == *b;
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}
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godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return *a < *b;
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}
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#ifdef __cplusplus
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}
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#endif
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