/*************************************************************************/ /* godot_vector3.cpp */ /*************************************************************************/ /* 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) */ /* */ /* 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 "godot_vector3.h" #include "math/vector3.h" #ifdef __cplusplus extern "C" { #endif void _vector3_api_anchor() { } godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z) { godot_vector3 value; Vector3 *v = (Vector3 *)&value; *v = Vector3(p_x, p_y, p_z); return value; } void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) { Vector3 *v = (Vector3 *)p_v; v->set_axis(p_axis, p_val); } godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) { Vector3 *v = (Vector3 *)p_v; return v->get_axis(p_axis); } godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; return v->min_axis(); } godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; return v->max_axis(); } godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; return v->length(); } godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; return v->length_squared(); } void GDAPI godot_vector3_normalize(godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; v->normalize(); } godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; *d = v->normalized(); return dest; } godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->inverse(); return dest; } void godot_vector3_zero(godot_vector3 *p_v) { Vector3 *v = (Vector3 *)p_v; v->zero(); } void godot_vector3_snap(godot_vector3 *p_v, const godot_real val) { Vector3 *v = (Vector3 *)p_v; v->snap(val); } godot_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->snapped(val); return dest; } void godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) { Vector3 *v = (Vector3 *)p_v; const Vector3 *axis = (Vector3 *)&p_axis; v->rotate(*axis, phi); } godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *axis = (Vector3 *)&p_axis; *d = v->rotated(*axis, phi); return dest; } godot_vector3 godot_vector3_linear_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_real t) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; *d = v->linear_interpolate(*b, t); return dest; } godot_vector3 godot_vector3_cubic_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_vector3 p_pre_a, const godot_vector3 p_post_b, const godot_real t) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; const Vector3 *pre_a = (Vector3 *)&p_pre_a; const Vector3 *post_b = (Vector3 *)&p_post_b; *d = v->cubic_interpolate(*b, *pre_a, *post_b, t); return dest; } godot_vector3 godot_vector3_cubic_interpolaten(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_vector3 p_pre_a, const godot_vector3 p_post_b, const godot_real t) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; const Vector3 *pre_a = (Vector3 *)&p_pre_a; const Vector3 *post_b = (Vector3 *)&p_post_b; *d = v->cubic_interpolaten(*b, *pre_a, *post_b, t); return dest; } godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; *d = v->cross(*b); return dest; } godot_real godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b) { const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; return v->dot(*b); } godot_basis godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_basis dest; Basis *d = (Basis *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *b = (Vector3 *)&p_b; *d = v->outer(*b); return dest; } godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) { godot_basis dest; Basis *d = (Basis *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->to_diagonal_matrix(); return dest; } godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->abs(); return dest; } godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->floor(); return dest; } godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = v->ceil(); return dest; } godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b) { Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; return v->distance_to(*b); } godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b) { Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; return v->distance_squared_to(*b); } godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b) { Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; return v->angle_to(*b); } godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *vec = (Vector3 *)&p_vec; *d = v->slide(*vec); return dest; } godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *vec = (Vector3 *)&p_vec; *d = v->bounce(*vec); return dest; } godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Vector3 *v = (Vector3 *)p_v; const Vector3 *vec = (Vector3 *)&p_vec; *d = v->reflect(*vec); return dest; } godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; *d = *v + *b; return dest; } godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; *d = *v - *b; return dest; } godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; *d = *v * *b; return dest; } godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; *d = *v * p_b; return dest; } godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; *d = *v / *b; return dest; } godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; Vector3 *v = (Vector3 *)p_v; *d = *v / p_b; return dest; } godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b) { Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; return *v == *b; } godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b) { Vector3 *v = (Vector3 *)p_v; Vector3 *b = (Vector3 *)&p_b; return *v < *b; } godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v) { godot_string dest; String *d = (String *)&dest; const Vector3 *v = (Vector3 *)p_v; *d = "(" + *v + ")"; return dest; } #ifdef __cplusplus } #endif