/*************************************************************************/ /* vector3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #include #include "core/variant.h" #include "core/vector.h" #ifdef __cplusplus extern "C" { #endif void _vector3_api_anchor() {} void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z) { Vector3 *dest = (Vector3 *)r_dest; *dest = Vector3(p_x, p_y, p_z); } godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) { godot_string ret; const Vector3 *self = (const Vector3 *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self) { const Vector3 *self = (const Vector3 *)p_self; return self->min_axis(); } godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) { const Vector3 *self = (const Vector3 *)p_self; return self->max_axis(); } godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self) { const Vector3 *self = (const Vector3 *)p_self; return self->length(); } godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) { const Vector3 *self = (const Vector3 *)p_self; return self->length_squared(); } godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) { const Vector3 *self = (const Vector3 *)p_self; return self->is_normalized(); } godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; *((Vector3 *)&dest) = self->normalized(); return dest; } godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; *((Vector3 *)&dest) = self->inverse(); return dest; } godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *snap_axis = (const Vector3 *)p_by; *((Vector3 *)&dest) = self->snapped(*snap_axis); return dest; } godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *axis = (const Vector3 *)p_axis; *((Vector3 *)&dest) = self->rotated(*axis, p_phi); return dest; } godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *((Vector3 *)&dest) = self->linear_interpolate(*b, p_t); return dest; } godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; const Vector3 *pre_a = (const Vector3 *)p_pre_a; const Vector3 *post_b = (const Vector3 *)p_post_b; *((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t); return dest; } godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) { const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; return self->dot(*b); } godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *((Vector3 *)&dest) = self->cross(*b); return dest; } godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_basis dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *((Basis *)&dest) = self->outer(*b); return dest; } godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) { godot_basis dest; const Vector3 *self = (const Vector3 *)p_self; *((Basis *)&dest) = self->to_diagonal_matrix(); return dest; } godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; *((Vector3 *)&dest) = self->abs(); return dest; } godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; *((Vector3 *)&dest) = self->floor(); return dest; } godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; *((Vector3 *)&dest) = self->ceil(); return dest; } godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b) { const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; return self->distance_to(*b); } godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) { const Vector3 *self = (const Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; return self->distance_squared_to(*b); } godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) { const Vector3 *self = (const Vector3 *)p_self; const Vector3 *to = (const Vector3 *)p_to; return self->angle_to(*to); } godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *n = (const Vector3 *)p_n; *((Vector3 *)&dest) = self->slide(*n); return dest; } godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *n = (const Vector3 *)p_n; *((Vector3 *)&dest) = self->bounce(*n); return dest; } godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) { godot_vector3 dest; const Vector3 *self = (const Vector3 *)p_self; const Vector3 *n = (const Vector3 *)p_n; *((Vector3 *)&dest) = self->reflect(*n); return dest; } godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *dest = *self + *b; return raw_dest; } godot_vector3 GDAPI godot_vector3_operator_substract(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *dest = *self - *b; return raw_dest; } godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *dest = *self * *b; return raw_dest; } godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; *dest = *self * p_b; return raw_dest; } godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; *dest = *self / *b; return raw_dest; } godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; Vector3 *self = (Vector3 *)p_self; *dest = *self / p_b; return raw_dest; } godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) { Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; return *self == *b; } godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) { Vector3 *self = (Vector3 *)p_self; const Vector3 *b = (const Vector3 *)p_b; return *self < *b; } godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; const Vector3 *self = (const Vector3 *)p_self; *dest = -(*self); return raw_dest; } void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) { Vector3 *self = (Vector3 *)p_self; self->set_axis(p_axis, p_val); } godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) { const Vector3 *self = (const Vector3 *)p_self; return self->get_axis(p_axis); } #ifdef __cplusplus } #endif