304 lines
11 KiB
C++
304 lines
11 KiB
C++
/*************************************************************************/
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/* vector3.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) 2007-2017 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 <godot/vector3.h>
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#include "core/variant.h"
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#include "core/vector.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _vector3_api_anchor() {}
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void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
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Vector3 *dest = (Vector3 *)r_dest;
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*dest = Vector3(p_x, p_y, p_z);
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}
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godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) {
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godot_string ret;
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const Vector3 *self = (const Vector3 *)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_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->min_axis();
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}
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godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->max_axis();
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}
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godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->length();
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}
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godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->length_squared();
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}
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godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->is_normalized();
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}
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godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->normalized();
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->inverse();
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *snap_axis = (const Vector3 *)p_by;
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*((Vector3 *)&dest) = self->snapped(*snap_axis);
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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*((Vector3 *)&dest) = self->rotated(*axis, p_phi);
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Vector3 *)&dest) = self->linear_interpolate(*b, p_t);
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return dest;
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}
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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) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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const Vector3 *pre_a = (const Vector3 *)p_pre_a;
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const Vector3 *post_b = (const Vector3 *)p_post_b;
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*((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
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return dest;
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}
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godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->dot(*b);
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}
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godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Vector3 *)&dest) = self->cross(*b);
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return dest;
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}
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godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_basis dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Basis *)&dest) = self->outer(*b);
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return dest;
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}
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godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) {
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godot_basis dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Basis *)&dest) = self->to_diagonal_matrix();
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->abs();
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->floor();
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->ceil();
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return dest;
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}
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godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->distance_to(*b);
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}
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godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->distance_squared_to(*b);
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}
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godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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return self->angle_to(*to);
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}
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godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->slide(*n);
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->bounce(*n);
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) {
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godot_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->reflect(*n);
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return dest;
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}
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godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)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_vector3_operator_substract(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)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_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)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_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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*dest = *self * p_b;
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return raw_dest;
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}
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godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)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_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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*dest = *self / p_b;
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return raw_dest;
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}
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godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return *self == *b;
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}
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godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return *self < *b;
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}
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godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) {
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godot_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*dest = -(*self);
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return raw_dest;
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}
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void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) {
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Vector3 *self = (Vector3 *)p_self;
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self->set_axis(p_axis, p_val);
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}
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godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->get_axis(p_axis);
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}
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#ifdef __cplusplus
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}
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#endif
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