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.
178 lines
7 KiB
C++
178 lines
7 KiB
C++
/*************************************************************************/
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/* plane.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 "plane.h"
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#include "core/variant.h"
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#include "core/math/plane.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _plane_api_anchor() {}
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void GDAPI godot_plane_new_with_reals(godot_plane *r_dest, const godot_real p_a, const godot_real p_b, const godot_real p_c, const godot_real p_d) {
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Plane *dest = (Plane *)r_dest;
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*dest = Plane(p_a, p_b, p_c, p_d);
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}
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void GDAPI godot_plane_new_with_vectors(godot_plane *r_dest, const godot_vector3 *p_v1, const godot_vector3 *p_v2, const godot_vector3 *p_v3) {
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const Vector3 *v1 = (const Vector3 *)p_v1;
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const Vector3 *v2 = (const Vector3 *)p_v2;
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const Vector3 *v3 = (const Vector3 *)p_v3;
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Plane *dest = (Plane *)r_dest;
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*dest = Plane(*v1, *v2, *v3);
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}
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void GDAPI godot_plane_new_with_normal(godot_plane *r_dest, const godot_vector3 *p_normal, const godot_real p_d) {
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const Vector3 *normal = (const Vector3 *)p_normal;
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Plane *dest = (Plane *)r_dest;
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*dest = Plane(*normal, p_d);
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}
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godot_string GDAPI godot_plane_as_string(const godot_plane *p_self) {
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godot_string ret;
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const Plane *self = (const Plane *)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_plane GDAPI godot_plane_normalized(const godot_plane *p_self) {
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godot_plane dest;
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const Plane *self = (const Plane *)p_self;
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*((Plane *)&dest) = self->normalized();
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return dest;
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}
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godot_vector3 GDAPI godot_plane_center(const godot_plane *p_self) {
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godot_vector3 dest;
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const Plane *self = (const Plane *)p_self;
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*((Vector3 *)&dest) = self->center();
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return dest;
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}
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godot_vector3 GDAPI godot_plane_get_any_point(const godot_plane *p_self) {
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godot_vector3 dest;
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const Plane *self = (const Plane *)p_self;
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*((Vector3 *)&dest) = self->get_any_point();
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return dest;
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}
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godot_bool GDAPI godot_plane_is_point_over(const godot_plane *p_self, const godot_vector3 *p_point) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 *point = (const Vector3 *)p_point;
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return self->is_point_over(*point);
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}
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godot_real GDAPI godot_plane_distance_to(const godot_plane *p_self, const godot_vector3 *p_point) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 *point = (const Vector3 *)p_point;
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return self->distance_to(*point);
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}
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godot_bool GDAPI godot_plane_has_point(const godot_plane *p_self, const godot_vector3 *p_point, const godot_real p_epsilon) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 *point = (const Vector3 *)p_point;
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return self->has_point(*point, p_epsilon);
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}
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godot_vector3 GDAPI godot_plane_project(const godot_plane *p_self, const godot_vector3 *p_point) {
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godot_vector3 dest;
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const Plane *self = (const Plane *)p_self;
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const Vector3 *point = (const Vector3 *)p_point;
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*((Vector3 *)&dest) = self->project(*point);
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return dest;
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}
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godot_bool GDAPI godot_plane_intersect_3(const godot_plane *p_self, godot_vector3 *r_dest, const godot_plane *p_b, const godot_plane *p_c) {
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const Plane *self = (const Plane *)p_self;
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const Plane *b = (const Plane *)p_b;
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const Plane *c = (const Plane *)p_c;
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Vector3 *dest = (Vector3 *)r_dest;
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return self->intersect_3(*b, *c, dest);
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}
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godot_bool GDAPI godot_plane_intersects_ray(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_from, const godot_vector3 *p_dir) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 *from = (const Vector3 *)p_from;
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const Vector3 *dir = (const Vector3 *)p_dir;
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Vector3 *dest = (Vector3 *)r_dest;
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return self->intersects_ray(*from, *dir, dest);
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}
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godot_bool GDAPI godot_plane_intersects_segment(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_begin, const godot_vector3 *p_end) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 *begin = (const Vector3 *)p_begin;
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const Vector3 *end = (const Vector3 *)p_end;
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Vector3 *dest = (Vector3 *)r_dest;
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return self->intersects_segment(*begin, *end, dest);
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}
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godot_plane GDAPI godot_plane_operator_neg(const godot_plane *p_self) {
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godot_plane raw_dest;
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Plane *dest = (Plane *)&raw_dest;
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const Plane *self = (const Plane *)p_self;
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*dest = -(*self);
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return raw_dest;
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}
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godot_bool GDAPI godot_plane_operator_equal(const godot_plane *p_self, const godot_plane *p_b) {
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const Plane *self = (const Plane *)p_self;
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const Plane *b = (const Plane *)p_b;
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return *self == *b;
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}
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void GDAPI godot_plane_set_normal(godot_plane *p_self, const godot_vector3 *p_normal) {
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Plane *self = (Plane *)p_self;
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const Vector3 *normal = (const Vector3 *)p_normal;
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self->set_normal(*normal);
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}
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godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_self) {
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const Plane *self = (const Plane *)p_self;
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const Vector3 normal = self->get_normal();
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godot_vector3 *v3 = (godot_vector3 *)&normal;
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return *v3;
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}
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godot_real GDAPI godot_plane_get_d(const godot_plane *p_self) {
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const Plane *self = (const Plane *)p_self;
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return self->d;
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}
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void GDAPI godot_plane_set_d(godot_plane *p_self, const godot_real p_d) {
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Plane *self = (Plane *)p_self;
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self->d = p_d;
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}
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#ifdef __cplusplus
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}
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#endif
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