/*************************************************************************/ /* rect3.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/math/rect3.h" #include "core/variant.h" #ifdef __cplusplus extern "C" { #endif void _rect3_api_anchor() {} void GDAPI godot_rect3_new(godot_rect3 *r_dest, const godot_vector3 *p_pos, const godot_vector3 *p_size) { const Vector3 *pos = (const Vector3 *)p_pos; const Vector3 *size = (const Vector3 *)p_size; Rect3 *dest = (Rect3 *)r_dest; *dest = Rect3(*pos, *size); } godot_vector3 GDAPI godot_rect3_get_position(const godot_rect3 *p_self) { godot_vector3 raw_ret; const Rect3 *self = (const Rect3 *)p_self; Vector3 *ret = (Vector3 *)&raw_ret; *ret = self->position; return raw_ret; } void GDAPI godot_rect3_set_position(const godot_rect3 *p_self, const godot_vector3 *p_v) { Rect3 *self = (Rect3 *)p_self; const Vector3 *v = (const Vector3 *)p_v; self->position = *v; } godot_vector3 GDAPI godot_rect3_get_size(const godot_rect3 *p_self) { godot_vector3 raw_ret; const Rect3 *self = (const Rect3 *)p_self; Vector3 *ret = (Vector3 *)&raw_ret; *ret = self->size; return raw_ret; } void GDAPI godot_rect3_set_size(const godot_rect3 *p_self, const godot_vector3 *p_v) { Rect3 *self = (Rect3 *)p_self; const Vector3 *v = (const Vector3 *)p_v; self->size = *v; } godot_string GDAPI godot_rect3_as_string(const godot_rect3 *p_self) { godot_string ret; const Rect3 *self = (const Rect3 *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_real GDAPI godot_rect3_get_area(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->get_area(); } godot_bool GDAPI godot_rect3_has_no_area(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->has_no_area(); } godot_bool GDAPI godot_rect3_has_no_surface(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->has_no_surface(); } godot_bool GDAPI godot_rect3_intersects(const godot_rect3 *p_self, const godot_rect3 *p_with) { const Rect3 *self = (const Rect3 *)p_self; const Rect3 *with = (const Rect3 *)p_with; return self->intersects(*with); } godot_bool GDAPI godot_rect3_encloses(const godot_rect3 *p_self, const godot_rect3 *p_with) { const Rect3 *self = (const Rect3 *)p_self; const Rect3 *with = (const Rect3 *)p_with; return self->encloses(*with); } godot_rect3 GDAPI godot_rect3_merge(const godot_rect3 *p_self, const godot_rect3 *p_with) { godot_rect3 dest; const Rect3 *self = (const Rect3 *)p_self; const Rect3 *with = (const Rect3 *)p_with; *((Rect3 *)&dest) = self->merge(*with); return dest; } godot_rect3 GDAPI godot_rect3_intersection(const godot_rect3 *p_self, const godot_rect3 *p_with) { godot_rect3 dest; const Rect3 *self = (const Rect3 *)p_self; const Rect3 *with = (const Rect3 *)p_with; *((Rect3 *)&dest) = self->intersection(*with); return dest; } godot_bool GDAPI godot_rect3_intersects_plane(const godot_rect3 *p_self, const godot_plane *p_plane) { const Rect3 *self = (const Rect3 *)p_self; const Plane *plane = (const Plane *)p_plane; return self->intersects_plane(*plane); } godot_bool GDAPI godot_rect3_intersects_segment(const godot_rect3 *p_self, const godot_vector3 *p_from, const godot_vector3 *p_to) { const Rect3 *self = (const Rect3 *)p_self; const Vector3 *from = (const Vector3 *)p_from; const Vector3 *to = (const Vector3 *)p_to; return self->intersects_segment(*from, *to); } godot_bool GDAPI godot_rect3_has_point(const godot_rect3 *p_self, const godot_vector3 *p_point) { const Rect3 *self = (const Rect3 *)p_self; const Vector3 *point = (const Vector3 *)p_point; return self->has_point(*point); } godot_vector3 GDAPI godot_rect3_get_support(const godot_rect3 *p_self, const godot_vector3 *p_dir) { godot_vector3 dest; const Rect3 *self = (const Rect3 *)p_self; const Vector3 *dir = (const Vector3 *)p_dir; *((Vector3 *)&dest) = self->get_support(*dir); return dest; } godot_vector3 GDAPI godot_rect3_get_longest_axis(const godot_rect3 *p_self) { godot_vector3 dest; const Rect3 *self = (const Rect3 *)p_self; *((Vector3 *)&dest) = self->get_longest_axis(); return dest; } godot_int GDAPI godot_rect3_get_longest_axis_index(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->get_longest_axis_index(); } godot_real GDAPI godot_rect3_get_longest_axis_size(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->get_longest_axis_size(); } godot_vector3 GDAPI godot_rect3_get_shortest_axis(const godot_rect3 *p_self) { godot_vector3 dest; const Rect3 *self = (const Rect3 *)p_self; *((Vector3 *)&dest) = self->get_shortest_axis(); return dest; } godot_int GDAPI godot_rect3_get_shortest_axis_index(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->get_shortest_axis_index(); } godot_real GDAPI godot_rect3_get_shortest_axis_size(const godot_rect3 *p_self) { const Rect3 *self = (const Rect3 *)p_self; return self->get_shortest_axis_size(); } godot_rect3 GDAPI godot_rect3_expand(const godot_rect3 *p_self, const godot_vector3 *p_to_point) { godot_rect3 dest; const Rect3 *self = (const Rect3 *)p_self; const Vector3 *to_point = (const Vector3 *)p_to_point; *((Rect3 *)&dest) = self->expand(*to_point); return dest; } godot_rect3 GDAPI godot_rect3_grow(const godot_rect3 *p_self, const godot_real p_by) { godot_rect3 dest; const Rect3 *self = (const Rect3 *)p_self; *((Rect3 *)&dest) = self->grow(p_by); return dest; } godot_vector3 GDAPI godot_rect3_get_endpoint(const godot_rect3 *p_self, const godot_int p_idx) { godot_vector3 dest; const Rect3 *self = (const Rect3 *)p_self; *((Vector3 *)&dest) = self->get_endpoint(p_idx); return dest; } godot_bool GDAPI godot_rect3_operator_equal(const godot_rect3 *p_self, const godot_rect3 *p_b) { const Rect3 *self = (const Rect3 *)p_self; const Rect3 *b = (const Rect3 *)p_b; return *self == *b; } #ifdef __cplusplus } #endif