Correct indentation in gdnative vector2/3
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4 changed files with 168 additions and 139 deletions
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@ -35,10 +35,10 @@
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extern "C" {
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#endif
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void _vector2_api_anchor() {
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}
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void _vector2_api_anchor() {}
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void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) {
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void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
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godot_real p_y) {
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Vector2 *v = (Vector2 *)p_v;
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v->x = p_x;
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v->y = p_y;
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@ -67,7 +67,8 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
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Vector2 *v = (Vector2 *)p_v;
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v->normalize();
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}
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void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) {
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void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
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const godot_vector2 *p_src) {
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Vector2 *v = (Vector2 *)p_src;
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Vector2 *d = (Vector2 *)p_dest;
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@ -84,178 +85,208 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
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return v->length_squared();
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}
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godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
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godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *a = (Vector2 *)p_a;
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Vector2 *b = (Vector2 *)p_b;
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return a->distance_to(*b);
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}
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godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
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godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *a = (Vector2 *)p_a;
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Vector2 *b = (Vector2 *)p_b;
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return a->distance_squared_to(*b);
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}
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void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
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void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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*dest = *a + *b;
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}
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void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
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void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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*dest = *a - *b;
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}
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void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
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void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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*dest = *a * *b;
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}
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void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
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void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_real p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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*dest = *a * p_b;
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}
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void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
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void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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*dest = *a / *b;
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}
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void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
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void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
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const godot_vector2 *p_a,
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const godot_real p_b) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *a = (Vector2 *)p_a;
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*dest = *a / p_b;
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}
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godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) {
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godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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return *a == *b;
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}
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godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) {
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godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
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const godot_vector2 *p_b) {
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const Vector2 *a = (Vector2 *)p_a;
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const Vector2 *b = (Vector2 *)p_b;
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return *a < *b;
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}
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void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src) {
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void GDAPI godot_vector2_abs(godot_vector2 *p_dest,
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const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2 *)p_src;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->abs();
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}
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godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *src = (Vector2 *)p_src;
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return src->angle();
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}
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godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *to = (Vector2*)p_to;
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godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src,
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const godot_vector2 *p_to) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *to = (Vector2 *)p_to;
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return src->angle_to(*to);
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}
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godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *to = (Vector2*)p_to;
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godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src,
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const godot_vector2 *p_to) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *to = (Vector2 *)p_to;
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return src->angle_to_point(*to);
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}
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void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length) {
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const Vector2 *src = (Vector2*)p_src;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_clamped(godot_vector2 *p_dest,
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const godot_vector2 *p_src,
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godot_real length) {
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const Vector2 *src = (Vector2 *)p_src;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->clamped(length);
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}
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void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
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const godot_vector2 *p_post_b, godot_real t) {
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Vector2 *dest = (Vector2*)p_dest;
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *b = (Vector2*)p_b;
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const Vector2 *pre_a = (Vector2*)p_pre_a;
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const Vector2 *post_b = (Vector2*)p_post_b;
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void GDAPI godot_vector2_cubic_interpolate(
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godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b,
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const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *b = (Vector2 *)p_b;
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const Vector2 *pre_a = (Vector2 *)p_pre_a;
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const Vector2 *post_b = (Vector2 *)p_post_b;
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*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
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}
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godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *with = (Vector2*)p_with;
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godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src,
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const godot_vector2 *p_with) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *with = (Vector2 *)p_with;
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return src->dot(*with);
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}
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void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2*)p_src;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_floor(godot_vector2 *p_dest,
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const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2 *)p_src;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->floor();
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}
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godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *src = (Vector2 *)p_src;
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return src->aspect();
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}
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void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_b, godot_real t) {
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Vector2 *dest = (Vector2*)p_dest;
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *b = (Vector2*)p_b;
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void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
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const godot_vector2 *p_src,
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const godot_vector2 *p_b,
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godot_real t) {
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Vector2 *dest = (Vector2 *)p_dest;
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *b = (Vector2 *)p_b;
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*dest = src->linear_interpolate(*b, t);
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}
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void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_vec) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *vec = (Vector2*)p_vec;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_reflect(godot_vector2 *p_dest,
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const godot_vector2 *p_src,
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const godot_vector2 *p_vec) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *vec = (Vector2 *)p_vec;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->reflect(*vec);
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}
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void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi) {
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const Vector2 *src = (Vector2*)p_src;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_rotated(godot_vector2 *p_dest,
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const godot_vector2 *p_src, godot_real phi) {
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const Vector2 *src = (Vector2 *)p_src;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->rotated(phi);
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}
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void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *vec = (Vector2*)p_vec;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_slide(godot_vector2 *p_dest,
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const godot_vector2 *p_src,
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godot_vector2 *p_vec) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *vec = (Vector2 *)p_vec;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->slide(*vec);
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}
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void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by) {
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const Vector2 *src = (Vector2*)p_src;
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const Vector2 *by = (Vector2*)p_by;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_snapped(godot_vector2 *p_dest,
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const godot_vector2 *p_src,
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godot_vector2 *p_by) {
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const Vector2 *src = (Vector2 *)p_src;
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const Vector2 *by = (Vector2 *)p_by;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->snapped(*by);
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}
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void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2*)p_src;
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Vector2 *dest = (Vector2*)p_dest;
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void GDAPI godot_vector2_tangent(godot_vector2 *p_dest,
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const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2 *)p_src;
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Vector2 *dest = (Vector2 *)p_dest;
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*dest = src->tangent();
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}
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void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2*)p_src;
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String *dest = (String*)p_dest;
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void GDAPI godot_vector2_to_string(godot_string *p_dest,
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const godot_vector2 *p_src) {
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const Vector2 *src = (Vector2 *)p_src;
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String *dest = (String *)p_dest;
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*dest = "(" + *src + ")";
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}
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#ifdef __cplusplus
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}
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#endif
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@ -67,15 +67,14 @@ godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_
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godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to);
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void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length);
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void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
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const godot_vector2 *p_post_b, godot_real t);
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const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
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const godot_vector2 *p_post_b, godot_real t);
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godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with);
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void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src);
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godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
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void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_b, godot_real t);
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void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
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const godot_vector2 *p_vec);
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const godot_vector2 *p_b, godot_real t);
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void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec);
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void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
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void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
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void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);
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@ -85,113 +85,112 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *
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}
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void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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Vector3 *dest = (Vector3 *)p_dest;
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const Vector3 *src = (Vector3 *)p_src;
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*dest = src->inverse();
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}
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void godot_vector3_zero(godot_vector3 *p_src) {
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Vector3 *src = (Vector3*)p_src;
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Vector3 *src = (Vector3 *)p_src;
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src->zero();
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}
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void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
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Vector3 *src = (Vector3*)p_src;
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Vector3 *src = (Vector3 *)p_src;
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src->snap(val);
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}
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void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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Vector3 *dest = (Vector3 *)p_dest;
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const Vector3 *src = (Vector3 *)p_src;
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*dest = src->snapped(val);
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||||
}
|
||||
|
||||
void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
|
||||
Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *axis = (Vector3*)p_axis;
|
||||
Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *axis = (Vector3 *)p_axis;
|
||||
src->rotate(*axis, phi);
|
||||
}
|
||||
|
||||
void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_axis, godot_real phi) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *axis = (Vector3*)p_axis;
|
||||
const godot_vector3 *p_axis, godot_real phi) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *axis = (Vector3 *)p_axis;
|
||||
*dest = src->rotated(*axis, phi);
|
||||
}
|
||||
|
||||
|
||||
void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
const godot_vector3 *p_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->linear_interpolate(*b, t);
|
||||
}
|
||||
|
||||
void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
const Vector3 *pre_a = (Vector3*)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3*)p_post_b;
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)p_post_b;
|
||||
*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
|
||||
}
|
||||
|
||||
void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
const Vector3 *pre_a = (Vector3*)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3*)p_post_b;
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)p_post_b;
|
||||
*dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
|
||||
}
|
||||
|
||||
void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->cross(*b);
|
||||
}
|
||||
|
||||
godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
return src->dot(*b);
|
||||
}
|
||||
|
||||
void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
Basis *dest = (Basis*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *b = (Vector3*)p_b;
|
||||
Basis *dest = (Basis *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->outer(*b);
|
||||
}
|
||||
|
||||
void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
|
||||
Basis *dest = (Basis*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
Basis *dest = (Basis *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->to_diagonal_matrix();
|
||||
}
|
||||
|
||||
void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->abs();
|
||||
}
|
||||
|
||||
void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->floor();
|
||||
}
|
||||
|
||||
void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->ceil();
|
||||
}
|
||||
|
||||
|
@ -214,23 +213,23 @@ godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_ve
|
|||
}
|
||||
|
||||
void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *vec = (Vector3*)p_vec;
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->slide(*vec);
|
||||
}
|
||||
|
||||
void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *vec = (Vector3*)p_vec;
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->bounce(*vec);
|
||||
}
|
||||
|
||||
void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
const Vector3 *vec = (Vector3*)p_vec;
|
||||
Vector3 *dest = (Vector3*)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->reflect(*vec);
|
||||
}
|
||||
|
||||
|
@ -287,8 +286,8 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god
|
|||
}
|
||||
|
||||
void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
|
||||
const Vector3 *src = (Vector3*)p_src;
|
||||
String *dest = (String*)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
String *dest = (String *)p_dest;
|
||||
*dest = "(" + *src + ")";
|
||||
}
|
||||
|
||||
|
|
|
@ -69,15 +69,15 @@ void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val);
|
|||
void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val);
|
||||
void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi);
|
||||
void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_axis, godot_real phi);
|
||||
const godot_vector3 *p_axis, godot_real phi);
|
||||
void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, godot_real t);
|
||||
const godot_vector3 *p_b, godot_real t);
|
||||
void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
|
|
Loading…
Reference in a new issue