/*************************************************************************/ /* 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() { } void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) { Vector3 *v = (Vector3 *)p_v; *v = Vector3(p_x, p_y, p_z); } 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(); } void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) { Vector3 *src = (Vector3 *)p_src; Vector3 *dest = (Vector3 *)p_dest; *dest = src->normalized(); } void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; *dest = src->inverse(); } void godot_vector3_zero(godot_vector3 *p_src) { Vector3 *src = (Vector3*)p_src; src->zero(); } void godot_vector3_snap(godot_vector3 *p_src, godot_real val) { Vector3 *src = (Vector3*)p_src; src->snap(val); } void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; *dest = src->snapped(val); } void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) { Vector3 *src = (Vector3*)p_src; const Vector3 *axis = (Vector3*)p_axis; src->rotate(*axis, phi); } void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *axis = (Vector3*)p_axis; *dest = src->rotated(*axis, phi); } void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b, godot_real t) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; *dest = src->linear_interpolate(*b, t); } void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, godot_real t) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; const Vector3 *pre_a = (Vector3*)p_pre_a; const Vector3 *post_b = (Vector3*)p_post_b; *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t); } void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, godot_real t) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; const Vector3 *pre_a = (Vector3*)p_pre_a; const Vector3 *post_b = (Vector3*)p_post_b; *dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t); } void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; *dest = src->cross(*b); } godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) { const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; return src->dot(*b); } void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) { Basis *dest = (Basis*)p_dest; const Vector3 *src = (Vector3*)p_src; const Vector3 *b = (Vector3*)p_b; *dest = src->outer(*b); } void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) { Basis *dest = (Basis*)p_dest; const Vector3 *src = (Vector3*)p_src; *dest = src->to_diagonal_matrix(); } void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; *dest = src->abs(); } void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) { Vector3 *dest = (Vector3*)p_dest; const Vector3 *src = (Vector3*)p_src; *dest = src->floor(); } void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) { const Vector3 *src = (Vector3*)p_src; Vector3 *dest = (Vector3*)p_dest; *dest = src->ceil(); } godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; return a->distance_to(*b); } godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; return a->distance_squared_to(*b); } godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; return a->angle_to(*b); } void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { const Vector3 *src = (Vector3*)p_src; const Vector3 *vec = (Vector3*)p_vec; Vector3 *dest = (Vector3*)p_dest; *dest = src->slide(*vec); } void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { const Vector3 *src = (Vector3*)p_src; const Vector3 *vec = (Vector3*)p_vec; Vector3 *dest = (Vector3*)p_dest; *dest = src->bounce(*vec); } void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) { const Vector3 *src = (Vector3*)p_src; const Vector3 *vec = (Vector3*)p_vec; Vector3 *dest = (Vector3*)p_dest; *dest = src->reflect(*vec); } void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; *dest = *a + *b; } void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; *dest = *a - *b; } void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; *dest = *a * *b; } void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; *dest = *a * p_b; } void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; *dest = *a / *b; } void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { Vector3 *dest = (Vector3 *)p_dest; Vector3 *a = (Vector3 *)p_a; *dest = *a / p_b; } godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; return *a == *b; } godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; Vector3 *b = (Vector3 *)p_b; return *a < *b; } void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) { const Vector3 *src = (Vector3*)p_src; String *dest = (String*)p_dest; *dest = "(" + *src + ")"; } #ifdef __cplusplus } #endif