virtualx-engine/modules/gdnative/godot/vector3.h
Karroffel 534d62d2f4 [GDNative] new GDNative API
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.
2017-07-24 04:23:37 +02:00

135 lines
6.2 KiB
C++

/*************************************************************************/
/* vector3.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef GODOT_VECTOR3_H
#define GODOT_VECTOR3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR3_SIZE 12
#ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR3_SIZE];
} godot_vector3;
#endif
#include "basis.h"
#include "gdnative.h"
typedef enum {
GODOT_VECTOR3_AXIS_X,
GODOT_VECTOR3_AXIS_Y,
GODOT_VECTOR3_AXIS_Z,
} godot_vector3_axis;
void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z);
godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self);
godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by);
godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t);
godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t);
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to);
godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_substract(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self);
void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val);
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR3_H