297 lines
10 KiB
C++
297 lines
10 KiB
C++
/*************************************************************************/
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/* godot_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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/* http://www.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 "math/vector3.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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}
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void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
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Vector3 *v = (Vector3 *)p_v;
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*v = Vector3(p_x, p_y, p_z);
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}
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void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
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Vector3 *v = (Vector3 *)p_v;
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v->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_v, const godot_int p_axis) {
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Vector3 *v = (Vector3 *)p_v;
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return v->get_axis(p_axis);
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}
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godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->min_axis();
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}
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godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->max_axis();
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}
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godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->length();
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}
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godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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return v->length_squared();
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}
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void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
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Vector3 *v = (Vector3 *)p_v;
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v->normalize();
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}
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void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *src = (Vector3 *)p_src;
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Vector3 *dest = (Vector3 *)p_dest;
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*dest = src->normalized();
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}
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void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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*dest = src->inverse();
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}
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void godot_vector3_zero(godot_vector3 *p_src) {
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Vector3 *src = (Vector3*)p_src;
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src->zero();
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}
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void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
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Vector3 *src = (Vector3*)p_src;
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src->snap(val);
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}
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void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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*dest = src->snapped(val);
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}
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void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
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Vector3 *src = (Vector3*)p_src;
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const Vector3 *axis = (Vector3*)p_axis;
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src->rotate(*axis, phi);
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}
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void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
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const godot_vector3 *p_axis, godot_real phi) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *axis = (Vector3*)p_axis;
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*dest = src->rotated(*axis, phi);
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}
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void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
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const godot_vector3 *p_b, godot_real t) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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*dest = src->linear_interpolate(*b, t);
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}
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void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
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const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
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const godot_vector3 *p_post_b, godot_real t) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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const Vector3 *pre_a = (Vector3*)p_pre_a;
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const Vector3 *post_b = (Vector3*)p_post_b;
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*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
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}
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void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
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const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
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const godot_vector3 *p_post_b, godot_real t) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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const Vector3 *pre_a = (Vector3*)p_pre_a;
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const Vector3 *post_b = (Vector3*)p_post_b;
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*dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
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}
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void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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*dest = src->cross(*b);
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}
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godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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return src->dot(*b);
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}
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void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
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Basis *dest = (Basis*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *b = (Vector3*)p_b;
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*dest = src->outer(*b);
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}
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void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
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Basis *dest = (Basis*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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*dest = src->to_diagonal_matrix();
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}
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void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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*dest = src->abs();
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}
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void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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Vector3 *dest = (Vector3*)p_dest;
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const Vector3 *src = (Vector3*)p_src;
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*dest = src->floor();
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}
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void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
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const Vector3 *src = (Vector3*)p_src;
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Vector3 *dest = (Vector3*)p_dest;
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*dest = src->ceil();
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}
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godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return a->distance_to(*b);
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}
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godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return a->distance_squared_to(*b);
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}
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godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return a->angle_to(*b);
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}
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void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *vec = (Vector3*)p_vec;
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Vector3 *dest = (Vector3*)p_dest;
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*dest = src->slide(*vec);
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}
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void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *vec = (Vector3*)p_vec;
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Vector3 *dest = (Vector3*)p_dest;
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*dest = src->bounce(*vec);
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}
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void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
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const Vector3 *src = (Vector3*)p_src;
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const Vector3 *vec = (Vector3*)p_vec;
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Vector3 *dest = (Vector3*)p_dest;
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*dest = src->reflect(*vec);
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}
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void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a + *b;
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}
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void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a - *b;
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}
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void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a * *b;
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}
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void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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*dest = *a * p_b;
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}
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void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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*dest = *a / *b;
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}
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void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
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Vector3 *dest = (Vector3 *)p_dest;
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Vector3 *a = (Vector3 *)p_a;
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*dest = *a / p_b;
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}
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godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return *a == *b;
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}
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godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
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Vector3 *a = (Vector3 *)p_a;
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Vector3 *b = (Vector3 *)p_b;
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return *a < *b;
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}
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void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
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const Vector3 *src = (Vector3*)p_src;
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String *dest = (String*)p_dest;
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*dest = "(" + *src + ")";
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}
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#ifdef __cplusplus
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}
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#endif
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