/*************************************************************************/ /* godot_basis.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_basis.h" #include "math/matrix3.h" #ifdef __cplusplus extern "C" { #endif void _basis_api_anchor() { } void GDAPI godot_basis_new(godot_basis *p_v) { Basis *v = (Basis *)p_v; *v = Basis(); } void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler) { Basis *v = (Basis *)p_v; Quat *euler = (Quat *)p_euler; *v = Basis(*euler); } void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler) { Basis *v = (Basis *)p_v; Vector3 *euler = (Vector3 *)&p_euler; *v = Basis(*euler); } void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) { Basis *v = (Basis *)p_v; const Vector3 *axis = (Vector3 *)&p_axis; *v = Basis(*axis, p_phi); } void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2) { Basis *v = (Basis *)p_v; const Vector3 *row0 = (Vector3 *)&p_row0; const Vector3 *row1 = (Vector3 *)&p_row1; const Vector3 *row2 = (Vector3 *)&p_row2; *v = Basis(*row0, *row1, *row2); } godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v) { const Basis *v = (const Basis *)p_v; godot_quat quat; Quat *p_quat = (Quat *)&quat; *p_quat = v->operator Quat(); return quat; } /* * p_elements is a pointer to an array of 3 (!!) vector3 */ void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements) { Basis *v = (Basis *)p_v; Vector3 *elements = (Vector3 *)p_elements; elements[0] = v->elements[0]; elements[1] = v->elements[1]; elements[2] = v->elements[2]; } godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; *d = v->get_axis(p_axis); return dest; } void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value) { Basis *v = (Basis *)p_v; const Vector3 *value = (Vector3 *)&p_value; v->set_axis(p_axis, *value); } godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; *d = v->get_row(p_row); return dest; } void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value) { Basis *v = (Basis *)p_v; const Vector3 *value = (Vector3 *)&p_value; v->set_row(p_row, *value); } godot_real godot_basis_determinant(const godot_basis *p_v) { Basis *v = (Basis *)p_v; return v->determinant(); } godot_vector3 godot_basis_get_euler(const godot_basis *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; *d = v->get_euler(); return dest; } godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v) { const Basis *v = (Basis *)p_v; return v->get_orthogonal_index(); } godot_vector3 godot_basis_get_scale(const godot_basis *p_v) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; *d = v->get_scale(); return dest; } void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v) { Basis *d = (Basis *)p_dest; const Basis *v = (Basis *)p_v; *d = v->inverse(); } void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v) { Basis *d = (Basis *)p_dest; const Basis *v = (Basis *)p_v; *d = v->orthonormalized(); } void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) { Basis *d = (Basis *)p_dest; const Basis *v = (Basis *)p_v; const Vector3 *axis = (Vector3 *)&p_axis; *d = v->rotated(*axis, p_phi); } void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale) { Basis *d = (Basis *)p_dest; const Basis *v = (Basis *)p_v; const Vector3 *scale = (Vector3 *)&p_scale; *d = v->scaled(*scale); } godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with) { const Basis *v = (Basis *)p_v; const Vector3 *with = (Vector3 *)&p_with; return v->tdotx(*with); } godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with) { const Basis *v = (Basis *)p_v; const Vector3 *with = (Vector3 *)&p_with; return v->tdoty(*with); } godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with) { const Basis *v = (Basis *)p_v; const Vector3 *with = (Vector3 *)&p_with; return v->tdotz(*with); } void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v) { Basis *d = (Basis *)p_dest; const Basis *v = (Basis *)p_v; *d = v->transposed(); } godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; const Vector3 *vect = (Vector3 *)&p_vect; *d = v->xform(*vect); return dest; } godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect) { godot_vector3 dest; Vector3 *d = (Vector3 *)&dest; const Basis *v = (Basis *)p_v; const Vector3 *vect = (Vector3 *)&p_vect; *d = v->xform_inv(*vect); return dest; } #ifdef __cplusplus } #endif