534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
272 lines
9.7 KiB
C++
272 lines
9.7 KiB
C++
/*************************************************************************/
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/* basis.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "basis.h"
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#include "core/variant.h"
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#include "core/math/matrix3.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _basis_api_anchor() {}
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void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis) {
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const Vector3 *x_axis = (const Vector3 *)p_x_axis;
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const Vector3 *y_axis = (const Vector3 *)p_y_axis;
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const Vector3 *z_axis = (const Vector3 *)p_z_axis;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*x_axis, *y_axis, *z_axis);
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}
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void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi) {
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const Vector3 *axis = (const Vector3 *)p_axis;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*axis, p_phi);
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}
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void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler) {
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const Vector3 *euler = (const Vector3 *)p_euler;
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Basis *dest = (Basis *)r_dest;
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*dest = Basis(*euler);
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}
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godot_string GDAPI godot_basis_as_string(const godot_basis *p_self) {
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godot_string ret;
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const Basis *self = (const Basis *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->inverse();
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return dest;
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}
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godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->transposed();
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return dest;
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}
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godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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*((Basis *)&dest) = self->orthonormalized();
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return dest;
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}
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godot_real GDAPI godot_basis_determinant(const godot_basis *p_self) {
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const Basis *self = (const Basis *)p_self;
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return self->determinant();
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}
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godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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*((Basis *)&dest) = self->rotated(*axis, p_phi);
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return dest;
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}
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godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale) {
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godot_basis dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *scale = (const Vector3 *)p_scale;
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*((Basis *)&dest) = self->scaled(*scale);
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return dest;
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}
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void GDAPI godot_basis_set_scale(godot_basis *p_self, const godot_vector3 *p_scale) {
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Basis *self = (Basis *)p_self;
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const Vector3 *scale = (const Vector3 *)p_scale;
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self->set_scale(*scale);
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}
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void GDAPI godot_basis_set_rotation_euler(godot_basis *p_self, const godot_vector3 *p_euler) {
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Basis *self = (Basis *)p_self;
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const Vector3 *euler = (const Vector3 *)p_euler;
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self->set_rotation_euler(*euler);
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}
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void GDAPI godot_basis_set_rotation_axis_angle(godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_angle) {
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Basis *self = (Basis *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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self->set_rotation_axis_angle(*axis, p_angle);
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}
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godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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*((Vector3 *)&dest) = self->get_scale();
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return dest;
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}
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godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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*((Vector3 *)&dest) = self->get_euler();
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return dest;
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}
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godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdotx(*with);
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}
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godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdoty(*with);
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}
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godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with) {
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const Basis *self = (const Basis *)p_self;
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const Vector3 *with = (const Vector3 *)p_with;
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return self->tdotz(*with);
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}
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godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*((Vector3 *)&dest) = self->xform(*v);
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return dest;
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}
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godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v) {
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godot_vector3 dest;
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const Basis *self = (const Basis *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*((Vector3 *)&dest) = self->xform_inv(*v);
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return dest;
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}
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godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self) {
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const Basis *self = (const Basis *)p_self;
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return self->get_orthogonal_index();
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}
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void GDAPI godot_basis_new(godot_basis *r_dest) {
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Basis *dest = (Basis *)r_dest;
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*dest = Basis();
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}
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void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler) {
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Basis *dest = (Basis *)r_dest;
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const Quat *euler = (const Quat *)p_euler;
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*dest = Basis(*euler);
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}
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// p_elements is a pointer to an array of 3 (!!) vector3
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void GDAPI godot_basis_get_elements(godot_basis *p_self, godot_vector3 *p_elements) {
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const Basis *self = (const Basis *)p_self;
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Vector3 *elements = (Vector3 *)p_elements;
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elements[0] = self->elements[0];
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elements[1] = self->elements[1];
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elements[2] = self->elements[2];
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}
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godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis) {
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godot_vector3 dest;
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Vector3 *d = (Vector3 *)&dest;
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const Basis *self = (const Basis *)p_self;
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*d = self->get_axis(p_axis);
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return dest;
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}
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void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value) {
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Basis *self = (Basis *)p_self;
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const Vector3 *value = (const Vector3 *)p_value;
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self->set_axis(p_axis, *value);
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}
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godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row) {
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godot_vector3 dest;
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Vector3 *d = (Vector3 *)&dest;
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const Basis *self = (const Basis *)p_self;
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*d = self->get_row(p_row);
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return dest;
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}
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void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value) {
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Basis *self = (Basis *)p_self;
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const Vector3 *value = (const Vector3 *)p_value;
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self->set_row(p_row, *value);
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}
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godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b) {
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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return *self == *b;
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}
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godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self + *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_substract(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self - *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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const Basis *b = (const Basis *)p_b;
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*dest = *self * *b;
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return raw_dest;
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}
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godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b) {
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godot_basis raw_dest;
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Basis *dest = (Basis *)&raw_dest;
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const Basis *self = (const Basis *)p_self;
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*dest = *self * p_b;
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return raw_dest;
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}
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#ifdef __cplusplus
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}
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#endif
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