#include "godot_quat.h" #include "math/quat.h" #ifdef __cplusplus extern "C" { #endif void _quat_api_anchor() { } void GDAPI godot_quat_new(godot_quat *p_quat) { Quat *quat = (Quat *)p_quat; *quat = Quat(); } void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w) { Quat *quat = (Quat *)p_quat; *quat = Quat(x, y, z, w); } void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle) { Quat *quat = (Quat *)p_quat; const Vector3 *axis = (const Vector3 *)p_axis; *quat = Quat(*axis, p_angle); } void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1) { Quat *quat = (Quat *)p_quat; const Vector3 *v0 = (const Vector3 *)p_v0; const Vector3 *v1 = (const Vector3 *)p_v1; *quat = Quat(*v0, *v1); } godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat) { Quat *quat = (Quat *)p_quat; Vector3 euler = quat->get_euler(); return *(godot_vector3 *)&euler; } void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler) { Quat *quat = (Quat *)p_quat; const Vector3 *euler = (const Vector3 *)p_euler; quat->set_euler(*euler); } godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx) { Quat *quat = (Quat *)p_quat; switch (p_idx) { case 0: return &quat->x; case 1: return &quat->y; case 2: return &quat->z; default: return &quat->y; } } godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx) { const Quat *quat = (const Quat *)p_quat; switch (p_idx) { case 0: return quat->x; case 1: return quat->y; case 2: return quat->z; default: return quat->y; } } #ifdef __cplusplus } #endif