121 lines
5.6 KiB
C++
121 lines
5.6 KiB
C++
/*************************************************************************/
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/* basis.h */
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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) 2007-2017 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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#ifndef GODOT_BASIS_H
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#define GODOT_BASIS_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_BASIS_SIZE 36
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#ifndef GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_BASIS_SIZE];
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} godot_basis;
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#endif
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#include <godot/gdnative.h>
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#include <godot/quat.h>
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#include <godot/vector3.h>
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void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis);
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void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi);
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void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler);
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godot_string GDAPI godot_basis_as_string(const godot_basis *p_self);
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godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self);
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godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self);
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godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self);
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godot_real GDAPI godot_basis_determinant(const godot_basis *p_self);
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godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
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godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale);
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void GDAPI godot_basis_set_scale(godot_basis *p_self, const godot_vector3 *p_scale);
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void GDAPI godot_basis_set_rotation_euler(godot_basis *p_self, const godot_vector3 *p_euler);
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void GDAPI godot_basis_set_rotation_axis_angle(godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_angle);
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godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self);
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godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self);
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godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with);
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godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with);
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godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with);
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godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v);
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godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v);
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godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self);
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void GDAPI godot_basis_new(godot_basis *r_dest);
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void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler);
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// p_elements is a pointer to an array of 3 (!!) vector3
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void GDAPI godot_basis_get_elements(godot_basis *p_self, godot_vector3 *p_elements);
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godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis);
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void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value);
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godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row);
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void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value);
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godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b);
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godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b);
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godot_basis GDAPI godot_basis_operator_substract(const godot_basis *p_self, const godot_basis *p_b);
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godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b);
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godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_BASIS_H
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