b16c309f82
Happy new year to the wonderful Godot community!
218 lines
7.8 KiB
C++
218 lines
7.8 KiB
C++
/*************************************************************************/
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/* aabb.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/aabb.h"
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#include "core/math/aabb.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_aabb_new(godot_aabb *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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AABB *dest = (AABB *)r_dest;
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*dest = AABB(*pos, *size);
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}
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godot_vector3 GDAPI godot_aabb_get_position(const godot_aabb *p_self) {
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godot_vector3 raw_ret;
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const AABB *self = (const AABB *)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_aabb_set_position(const godot_aabb *p_self, const godot_vector3 *p_v) {
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AABB *self = (AABB *)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_aabb_get_size(const godot_aabb *p_self) {
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godot_vector3 raw_ret;
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const AABB *self = (const AABB *)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_aabb_set_size(const godot_aabb *p_self, const godot_vector3 *p_v) {
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AABB *self = (AABB *)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_aabb_as_string(const godot_aabb *p_self) {
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godot_string ret;
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const AABB *self = (const AABB *)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_aabb_get_area(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->get_area();
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}
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godot_bool GDAPI godot_aabb_has_no_area(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->has_no_area();
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}
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godot_bool GDAPI godot_aabb_has_no_surface(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->has_no_surface();
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}
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godot_bool GDAPI godot_aabb_intersects(const godot_aabb *p_self, const godot_aabb *p_with) {
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const AABB *self = (const AABB *)p_self;
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const AABB *with = (const AABB *)p_with;
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return self->intersects(*with);
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}
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godot_bool GDAPI godot_aabb_encloses(const godot_aabb *p_self, const godot_aabb *p_with) {
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const AABB *self = (const AABB *)p_self;
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const AABB *with = (const AABB *)p_with;
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return self->encloses(*with);
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}
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godot_aabb GDAPI godot_aabb_merge(const godot_aabb *p_self, const godot_aabb *p_with) {
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godot_aabb dest;
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const AABB *self = (const AABB *)p_self;
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const AABB *with = (const AABB *)p_with;
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*((AABB *)&dest) = self->merge(*with);
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return dest;
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}
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godot_aabb GDAPI godot_aabb_intersection(const godot_aabb *p_self, const godot_aabb *p_with) {
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godot_aabb dest;
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const AABB *self = (const AABB *)p_self;
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const AABB *with = (const AABB *)p_with;
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*((AABB *)&dest) = self->intersection(*with);
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return dest;
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}
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godot_bool GDAPI godot_aabb_intersects_plane(const godot_aabb *p_self, const godot_plane *p_plane) {
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const AABB *self = (const AABB *)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_aabb_intersects_segment(const godot_aabb *p_self, const godot_vector3 *p_from, const godot_vector3 *p_to) {
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const AABB *self = (const AABB *)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_aabb_has_point(const godot_aabb *p_self, const godot_vector3 *p_point) {
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const AABB *self = (const AABB *)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_aabb_get_support(const godot_aabb *p_self, const godot_vector3 *p_dir) {
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godot_vector3 dest;
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const AABB *self = (const AABB *)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_aabb_get_longest_axis(const godot_aabb *p_self) {
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godot_vector3 dest;
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const AABB *self = (const AABB *)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_aabb_get_longest_axis_index(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->get_longest_axis_index();
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}
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godot_real GDAPI godot_aabb_get_longest_axis_size(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->get_longest_axis_size();
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}
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godot_vector3 GDAPI godot_aabb_get_shortest_axis(const godot_aabb *p_self) {
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godot_vector3 dest;
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const AABB *self = (const AABB *)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_aabb_get_shortest_axis_index(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->get_shortest_axis_index();
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}
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godot_real GDAPI godot_aabb_get_shortest_axis_size(const godot_aabb *p_self) {
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const AABB *self = (const AABB *)p_self;
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return self->get_shortest_axis_size();
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}
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godot_aabb GDAPI godot_aabb_expand(const godot_aabb *p_self, const godot_vector3 *p_to_point) {
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godot_aabb dest;
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const AABB *self = (const AABB *)p_self;
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const Vector3 *to_point = (const Vector3 *)p_to_point;
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*((AABB *)&dest) = self->expand(*to_point);
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return dest;
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}
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godot_aabb GDAPI godot_aabb_grow(const godot_aabb *p_self, const godot_real p_by) {
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godot_aabb dest;
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const AABB *self = (const AABB *)p_self;
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*((AABB *)&dest) = self->grow(p_by);
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return dest;
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}
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godot_vector3 GDAPI godot_aabb_get_endpoint(const godot_aabb *p_self, const godot_int p_idx) {
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godot_vector3 dest;
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const AABB *self = (const AABB *)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_aabb_operator_equal(const godot_aabb *p_self, const godot_aabb *p_b) {
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const AABB *self = (const AABB *)p_self;
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const AABB *b = (const AABB *)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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