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