b16c309f82
Happy new year to the wonderful Godot community!
228 lines
8.7 KiB
C++
228 lines
8.7 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 "gdnative/transform.h"
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#include "core/math/transform.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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void GDAPI godot_transform_new_with_quat(godot_transform *r_dest, const godot_quat *p_quat) {
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const Quat *quat = (const Quat *)p_quat;
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Transform *dest = (Transform *)r_dest;
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*dest = Transform(*quat);
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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, const 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, const 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_aabb GDAPI godot_transform_xform_aabb(const godot_transform *p_self, const godot_aabb *p_v) {
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godot_aabb raw_dest;
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AABB *dest = (AABB *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const AABB *v = (const AABB *)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_aabb GDAPI godot_transform_xform_inv_aabb(const godot_transform *p_self, const godot_aabb *p_v) {
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godot_aabb raw_dest;
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AABB *dest = (AABB *)&raw_dest;
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const Transform *self = (const Transform *)p_self;
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const AABB *v = (const AABB *)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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