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.
223 lines
8.5 KiB
C++
223 lines
8.5 KiB
C++
/*************************************************************************/
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/* transform.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 "transform.h"
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#include "core/variant.h"
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#include "core/math/transform.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _transform_api_anchor() {}
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void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin) {
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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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const Vector3 *origin = (const Vector3 *)p_origin;
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Transform *dest = (Transform *)r_dest;
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dest->basis.set_axis(0, *x_axis);
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dest->basis.set_axis(1, *y_axis);
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dest->basis.set_axis(2, *z_axis);
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dest->origin = *origin;
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}
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void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin) {
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const Basis *basis = (const Basis *)p_basis;
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const Vector3 *origin = (const Vector3 *)p_origin;
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Transform *dest = (Transform *)r_dest;
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*dest = Transform(*basis, *origin);
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}
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godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self) {
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godot_basis dest;
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const Transform *self = (const Transform *)p_self;
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*((Basis *)&dest) = self->basis;
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return dest;
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}
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void GDAPI godot_transform_set_basis(godot_transform *p_self, godot_basis *p_v) {
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Transform *self = (Transform *)p_self;
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const Basis *v = (const Basis *)p_v;
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self->basis = *v;
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}
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godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self) {
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godot_vector3 dest;
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const Transform *self = (const Transform *)p_self;
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*((Vector3 *)&dest) = self->origin;
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return dest;
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}
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void GDAPI godot_transform_set_origin(godot_transform *p_self, godot_vector3 *p_v) {
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Transform *self = (Transform *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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self->origin = *v;
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}
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godot_string GDAPI godot_transform_as_string(const godot_transform *p_self) {
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godot_string ret;
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const Transform *self = (const Transform *)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_transform GDAPI godot_transform_inverse(const godot_transform *p_self) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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*((Transform *)&dest) = self->inverse();
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return dest;
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}
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godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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*((Transform *)&dest) = self->affine_inverse();
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return dest;
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}
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godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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*((Transform *)&dest) = self->orthonormalized();
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return dest;
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}
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godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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*((Transform *)&dest) = self->rotated(*axis, p_phi);
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return dest;
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}
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godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *scale = (const Vector3 *)p_scale;
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*((Transform *)&dest) = self->scaled(*scale);
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return dest;
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}
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godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *ofs = (const Vector3 *)p_ofs;
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*((Transform *)&dest) = self->translated(*ofs);
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return dest;
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}
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godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up) {
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godot_transform dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *target = (const Vector3 *)p_target;
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const Vector3 *up = (const Vector3 *)p_up;
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*((Transform *)&dest) = self->looking_at(*target, *up);
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return dest;
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}
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godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v) {
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godot_plane raw_dest;
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Plane *dest = (Plane *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Plane *v = (const Plane *)p_v;
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*dest = self->xform(*v);
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return raw_dest;
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}
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godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v) {
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godot_plane raw_dest;
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Plane *dest = (Plane *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Plane *v = (const Plane *)p_v;
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*dest = self->xform_inv(*v);
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return raw_dest;
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}
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void GDAPI godot_transform_new_identity(godot_transform *r_dest) {
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Transform *dest = (Transform *)r_dest;
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*dest = Transform();
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}
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godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b) {
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const Transform *self = (const Transform *)p_self;
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const Transform *b = (const Transform *)p_b;
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return *self == *b;
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}
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godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b) {
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godot_transform raw_dest;
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Transform *dest = (Transform *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Transform *b = (const Transform *)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_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*dest = self->xform(*v);
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return raw_dest;
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}
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godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*dest = self->xform_inv(*v);
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return raw_dest;
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}
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godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v) {
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godot_rect3 raw_dest;
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Rect3 *dest = (Rect3 *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Rect3 *v = (const Rect3 *)p_v;
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*dest = self->xform(*v);
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return raw_dest;
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}
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godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v) {
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godot_rect3 raw_dest;
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Rect3 *dest = (Rect3 *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const Rect3 *v = (const Rect3 *)p_v;
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*dest = self->xform_inv(*v);
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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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