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Merge pull request #8439 from touilleMan/correct_gdnative_signatures

Correct gdnative signatures
Thomas Herzog há 8 anos atrás
pai
commit
a88c20f0ca

+ 154 - 26
modules/gdnative/godot/godot_basis.cpp

@@ -38,48 +38,176 @@ extern "C" {
 void _basis_api_anchor() {
 }
 
-void GDAPI godot_basis_new(godot_basis *p_basis) {
-	Basis *basis = (Basis *)p_basis;
-	*basis = Basis();
+void GDAPI godot_basis_new(godot_basis *p_v) {
+	Basis *v = (Basis *)p_v;
+	*v = Basis();
 }
 
-void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler) {
-	Basis *basis = (Basis *)p_basis;
+void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler) {
+	Basis *v = (Basis *)p_v;
 	Quat *euler = (Quat *)p_euler;
-	*basis = Basis(*euler);
+	*v = Basis(*euler);
 }
 
-void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler) {
-	Basis *basis = (Basis *)p_basis;
-	Vector3 *euler = (Vector3 *)p_euler;
-	*basis = Basis(*euler);
+void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler) {
+	Basis *v = (Basis *)p_v;
+	Vector3 *euler = (Vector3 *)&p_euler;
+	*v = Basis(*euler);
 }
 
-godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis) {
-	const Basis *basis = (const Basis *)p_basis;
+void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
+	Basis *v = (Basis *)p_v;
+	const Vector3 *axis = (Vector3 *)&p_axis;
+	*v = Basis(*axis, p_phi);
+}
+
+void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2) {
+	Basis *v = (Basis *)p_v;
+	const Vector3 *row0 = (Vector3 *)&p_row0;
+	const Vector3 *row1 = (Vector3 *)&p_row1;
+	const Vector3 *row2 = (Vector3 *)&p_row2;
+	*v = Basis(*row0, *row1, *row2);
+}
+
+godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v) {
+	const Basis *v = (const Basis *)p_v;
 	godot_quat quat;
 	Quat *p_quat = (Quat *)&quat;
-	*p_quat = basis->operator Quat();
+	*p_quat = v->operator Quat();
 	return quat;
 }
 
-godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis) {
-	const Basis *basis = (const Basis *)p_basis;
-	godot_vector3 euler;
-	Vector3 *p_euler = (Vector3 *)&euler;
-	*p_euler = basis->get_euler();
-	return euler;
-}
-
 /*
  * p_elements is a pointer to an array of 3 (!!) vector3
  */
-void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements) {
-	Basis *basis = (Basis *)p_basis;
+void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements) {
+	Basis *v = (Basis *)p_v;
 	Vector3 *elements = (Vector3 *)p_elements;
-	elements[0] = basis->elements[0];
-	elements[1] = basis->elements[1];
-	elements[2] = basis->elements[2];
+	elements[0] = v->elements[0];
+	elements[1] = v->elements[1];
+	elements[2] = v->elements[2];
+}
+
+godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->get_axis(p_axis);
+	return dest;
+}
+
+void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value) {
+	Basis *v = (Basis *)p_v;
+	const Vector3 *value = (Vector3 *)&p_value;
+	v->set_axis(p_axis, *value);
+}
+
+godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->get_row(p_row);
+	return dest;
+}
+
+void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value) {
+	Basis *v = (Basis *)p_v;
+	const Vector3 *value = (Vector3 *)&p_value;
+	v->set_row(p_row, *value);
+}
+
+godot_real godot_basis_determinant(const godot_basis *p_v) {
+	Basis *v = (Basis *)p_v;
+	return v->determinant();
+}
+
+godot_vector3 godot_basis_get_euler(const godot_basis *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->get_euler();
+	return dest;
+}
+
+godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v) {
+	const Basis *v = (Basis *)p_v;
+	return v->get_orthogonal_index();
+}
+
+godot_vector3 godot_basis_get_scale(const godot_basis *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->get_scale();
+	return dest;
+}
+
+void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v) {
+	Basis *d = (Basis *)p_dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->inverse();
+}
+
+void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v) {
+	Basis *d = (Basis *)p_dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->orthonormalized();
+}
+
+void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
+	Basis *d = (Basis *)p_dest;
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *axis = (Vector3 *)&p_axis;
+	*d = v->rotated(*axis, p_phi);
+}
+
+void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale) {
+	Basis *d = (Basis *)p_dest;
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *scale = (Vector3 *)&p_scale;
+	*d = v->scaled(*scale);
+}
+
+godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with) {
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *with = (Vector3 *)&p_with;
+	return v->tdotx(*with);
+}
+
+godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with) {
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *with = (Vector3 *)&p_with;
+	return v->tdoty(*with);
+}
+
+godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with) {
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *with = (Vector3 *)&p_with;
+	return v->tdotz(*with);
+}
+
+void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v) {
+	Basis *d = (Basis *)p_dest;
+	const Basis *v = (Basis *)p_v;
+	*d = v->transposed();
+}
+
+godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *vect = (Vector3 *)&p_vect;
+	*d = v->xform(*vect);
+	return dest;
+}
+
+godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Basis *v = (Basis *)p_v;
+	const Vector3 *vect = (Vector3 *)&p_vect;
+	*d = v->xform_inv(*vect);
+	return dest;
 }
 
 #ifdef __cplusplus

+ 26 - 6
modules/gdnative/godot/godot_basis.h

@@ -45,17 +45,37 @@ typedef struct godot_basis {
 #include "../godot.h"
 #include "godot_quat.h"
 
-void GDAPI godot_basis_new(godot_basis *p_basis);
-void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler);
-void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler);
+void GDAPI godot_basis_new(godot_basis *p_v);
+void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler);
+void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler);
+void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi);
+void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2);
 
-godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis);
-godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis);
+godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v);
 
 /*
  * p_elements is a pointer to an array of 3 (!!) vector3
  */
-void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements);
+void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements);
+godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis);
+void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value);
+godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row);
+void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value);
+
+godot_real godot_basis_determinant(const godot_basis *p_v);
+godot_vector3 godot_basis_get_euler(const godot_basis *p_v);
+godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v);
+godot_vector3 godot_basis_get_scale(const godot_basis *p_v);
+void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v);
+void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v);
+void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi);
+void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale);
+godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with);
+godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with);
+godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with);
+void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v);
+godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect);
+godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect);
 
 #ifdef __cplusplus
 }

+ 176 - 172
modules/gdnative/godot/godot_vector2.cpp

@@ -37,11 +37,12 @@ extern "C" {
 
 void _vector2_api_anchor() {}
 
-void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
-		godot_real p_y) {
-	Vector2 *v = (Vector2 *)p_v;
+godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) {
+	godot_vector2 value;
+	Vector2 *v = (Vector2 *)&value;
 	v->x = p_x;
 	v->y = p_y;
+	return value;
 }
 
 void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
@@ -55,11 +56,11 @@ void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
 }
 
 godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
-	Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *v = (Vector2 *)p_v;
 	return v->x;
 }
 godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
-	Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *v = (Vector2 *)p_v;
 	return v->y;
 }
 
@@ -67,224 +68,227 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
 	Vector2 *v = (Vector2 *)p_v;
 	v->normalize();
 }
-void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
-		const godot_vector2 *p_src) {
-	Vector2 *v = (Vector2 *)p_src;
-	Vector2 *d = (Vector2 *)p_dest;
 
+godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) {
+	godot_vector2 dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	Vector2 *d = (Vector2 *)&dest;
 	*d = v->normalized();
+	return dest;
 }
 
 godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
-	Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *v = (Vector2 *)p_v;
 	return v->length();
 }
 
 godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
-	Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *v = (Vector2 *)p_v;
 	return v->length_squared();
 }
 
-godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *a = (Vector2 *)p_a;
-	Vector2 *b = (Vector2 *)p_b;
-	return a->distance_to(*b);
+godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	return v->distance_to(*b);
 }
 
-godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *a = (Vector2 *)p_a;
-	Vector2 *b = (Vector2 *)p_b;
-	return a->distance_squared_to(*b);
+godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	return v->distance_squared_to(*b);
 }
 
-void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	*dest = *a + *b;
+godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	*d = *v + *b;
+	return dest;
 }
 
-void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	*dest = *a - *b;
+godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	*d = *v - *b;
+	return dest;
 }
 
-void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	*dest = *a * *b;
+godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	*d = *v * *b;
+	return dest;
 }
 
-void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_real p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	*dest = *a * p_b;
+godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = *v * p_b;
+	return dest;
 }
 
-void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	*dest = *a / *b;
+godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	*d = *v / *b;
+	return dest;
 }
 
-void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
-		const godot_vector2 *p_a,
-		const godot_real p_b) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *a = (Vector2 *)p_a;
-	*dest = *a / p_b;
+godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = *v / p_b;
+	return dest;
 }
 
-godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	return *a == *b;
+godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	return *v == *b;
 }
 
-godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
-		const godot_vector2 *p_b) {
-	const Vector2 *a = (Vector2 *)p_a;
-	const Vector2 *b = (Vector2 *)p_b;
-	return *a < *b;
+godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	return *v < *b;
 }
 
-void GDAPI godot_vector2_abs(godot_vector2 *p_dest,
-		const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->abs();
+godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = v->abs();
+	return dest;
 }
 
-godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	return src->angle();
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) {
+	const Vector2 *v = (Vector2 *)p_v;
+	return v->angle();
 }
 
-godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src,
-		const godot_vector2 *p_to) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *to = (Vector2 *)p_to;
-	return src->angle_to(*to);
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *to = (Vector2 *)&p_to;
+	return v->angle_to(*to);
 }
 
-godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src,
-		const godot_vector2 *p_to) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *to = (Vector2 *)p_to;
-	return src->angle_to_point(*to);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *to = (Vector2 *)&p_to;
+	return v->angle_to_point(*to);
 }
 
-void GDAPI godot_vector2_clamped(godot_vector2 *p_dest,
-		const godot_vector2 *p_src,
-		godot_real length) {
-	const Vector2 *src = (Vector2 *)p_src;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->clamped(length);
+godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = v->clamped(length);
+	return dest;
 }
 
-void GDAPI godot_vector2_cubic_interpolate(
-		godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b,
-		const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *b = (Vector2 *)p_b;
-	const Vector2 *pre_a = (Vector2 *)p_pre_a;
-	const Vector2 *post_b = (Vector2 *)p_post_b;
-	*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
+godot_vector2 GDAPI godot_vector2_cubic_interpolate(
+		const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a,
+		const godot_vector2 p_post_b, godot_real t) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	const Vector2 *pre_a = (Vector2 *)&p_pre_a;
+	const Vector2 *post_b = (Vector2 *)&p_post_b;
+	*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
+	return dest;
 }
 
-godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src,
-		const godot_vector2 *p_with) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *with = (Vector2 *)p_with;
-	return src->dot(*with);
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *with = (Vector2 *)&p_with;
+	return v->dot(*with);
 }
 
-void GDAPI godot_vector2_floor(godot_vector2 *p_dest,
-		const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->floor();
+godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = v->floor();
+	return dest;
 }
 
-godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	return src->aspect();
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) {
+	const Vector2 *v = (Vector2 *)p_v;
+	return v->aspect();
 }
 
-void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
-		const godot_vector2 *p_src,
-		const godot_vector2 *p_b,
+godot_vector2 GDAPI godot_vector2_linear_interpolate(
+		const godot_vector2 *p_v,
+		const godot_vector2 p_b,
 		godot_real t) {
-	Vector2 *dest = (Vector2 *)p_dest;
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *b = (Vector2 *)p_b;
-	*dest = src->linear_interpolate(*b, t);
-}
-
-void GDAPI godot_vector2_reflect(godot_vector2 *p_dest,
-		const godot_vector2 *p_src,
-		const godot_vector2 *p_vec) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *vec = (Vector2 *)p_vec;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->reflect(*vec);
-}
-
-void GDAPI godot_vector2_rotated(godot_vector2 *p_dest,
-		const godot_vector2 *p_src, godot_real phi) {
-	const Vector2 *src = (Vector2 *)p_src;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->rotated(phi);
-}
-
-void GDAPI godot_vector2_slide(godot_vector2 *p_dest,
-		const godot_vector2 *p_src,
-		godot_vector2 *p_vec) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *vec = (Vector2 *)p_vec;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->slide(*vec);
-}
-
-void GDAPI godot_vector2_snapped(godot_vector2 *p_dest,
-		const godot_vector2 *p_src,
-		godot_vector2 *p_by) {
-	const Vector2 *src = (Vector2 *)p_src;
-	const Vector2 *by = (Vector2 *)p_by;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->snapped(*by);
-}
-
-void GDAPI godot_vector2_tangent(godot_vector2 *p_dest,
-		const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	Vector2 *dest = (Vector2 *)p_dest;
-	*dest = src->tangent();
-}
-
-void GDAPI godot_vector2_to_string(godot_string *p_dest,
-		const godot_vector2 *p_src) {
-	const Vector2 *src = (Vector2 *)p_src;
-	String *dest = (String *)p_dest;
-	*dest = "(" + *src + ")";
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *b = (Vector2 *)&p_b;
+	*d = v->linear_interpolate(*b, t);
+	return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) {
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *vec = (Vector2 *)&p_vec;
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	*d = v->reflect(*vec);
+	return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) {
+	const Vector2 *v = (Vector2 *)p_v;
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	*d = v->rotated(phi);
+	return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *vec = (Vector2 *)&p_vec;
+	*d = v->slide(*vec);
+	return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	const Vector2 *by = (Vector2 *)&p_by;
+	*d = v->snapped(*by);
+	return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) {
+	godot_vector2 dest;
+	Vector2 *d = (Vector2 *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = v->tangent();
+	return dest;
+}
+
+godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) {
+	godot_string dest;
+	String *d = (String *)&dest;
+	const Vector2 *v = (Vector2 *)p_v;
+	*d = "(" + *v + ")";
+	return dest;
 }
 
 #ifdef __cplusplus

+ 31 - 31
modules/gdnative/godot/godot_vector2.h

@@ -45,7 +45,7 @@ typedef struct godot_vector2 {
 
 #include "../godot.h"
 
-void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y);
+godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y);
 
 void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x);
 void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y);
@@ -53,43 +53,43 @@ godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v);
 godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v);
 
 void GDAPI godot_vector2_normalize(godot_vector2 *p_v);
-void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v);
 
 godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v);
 godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v);
 
-godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
-godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
+godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b);
 
-void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src);
-godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src);
-godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to);
-godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to);
-void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length);
-void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
-		const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
-		const godot_vector2 *p_post_b, godot_real t);
-godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with);
-void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src);
-godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
-void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
-		const godot_vector2 *p_b, godot_real t);
-void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec);
-void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
-void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
-void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);
-void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src);
-void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src);
+godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to);
+godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, godot_real length);
+godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_v,
+		const godot_vector2 p_b, const godot_vector2 p_pre_a,
+		const godot_vector2 p_post_b, godot_real t);
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with);
+godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v);
+godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_v,
+		const godot_vector2 p_b, godot_real t);
+godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec);
+godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi);
+godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec);
+godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by);
+godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v);
+godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v);
 
-void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
-void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
+godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b);
+godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b);
 
-godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b);
-godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b);
+godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b);
 
 #ifdef __cplusplus
 }

+ 221 - 175
modules/gdnative/godot/godot_vector3.cpp

@@ -38,9 +38,11 @@ extern "C" {
 void _vector3_api_anchor() {
 }
 
-void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
-	Vector3 *v = (Vector3 *)p_v;
+godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z) {
+	godot_vector3 value;
+	Vector3 *v = (Vector3 *)&value;
 	*v = Vector3(p_x, p_y, p_z);
+	return value;
 }
 
 void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
@@ -78,217 +80,261 @@ void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
 	v->normalize();
 }
 
-void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
-	Vector3 *src = (Vector3 *)p_src;
-	Vector3 *dest = (Vector3 *)p_dest;
-	*dest = src->normalized();
-}
-
-void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	*dest = src->inverse();
-}
-
-void godot_vector3_zero(godot_vector3 *p_src) {
-	Vector3 *src = (Vector3 *)p_src;
-	src->zero();
-}
-
-void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
-	Vector3 *src = (Vector3 *)p_src;
-	src->snap(val);
-}
-
-void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	*dest = src->snapped(val);
-}
-
-void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
-	Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *axis = (Vector3 *)p_axis;
-	src->rotate(*axis, phi);
-}
-
-void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_axis, godot_real phi) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *axis = (Vector3 *)p_axis;
-	*dest = src->rotated(*axis, phi);
-}
-
-void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, godot_real t) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	*dest = src->linear_interpolate(*b, t);
-}
-
-void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
-		const godot_vector3 *p_post_b, godot_real t) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	const Vector3 *pre_a = (Vector3 *)p_pre_a;
-	const Vector3 *post_b = (Vector3 *)p_post_b;
-	*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
-}
-
-void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
-		const godot_vector3 *p_post_b, godot_real t) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	const Vector3 *pre_a = (Vector3 *)p_pre_a;
-	const Vector3 *post_b = (Vector3 *)p_post_b;
-	*dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
-}
-
-void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	*dest = src->cross(*b);
-}
-
-godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	return src->dot(*b);
-}
-
-void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
-	Basis *dest = (Basis *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *b = (Vector3 *)p_b;
-	*dest = src->outer(*b);
+godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	*d = v->normalized();
+	return dest;
 }
 
-void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
-	Basis *dest = (Basis *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	*dest = src->to_diagonal_matrix();
+godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->inverse();
+	return dest;
 }
 
-void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	*dest = src->abs();
+void godot_vector3_zero(godot_vector3 *p_v) {
+	Vector3 *v = (Vector3 *)p_v;
+	v->zero();
 }
 
-void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	const Vector3 *src = (Vector3 *)p_src;
-	*dest = src->floor();
+void godot_vector3_snap(godot_vector3 *p_v, const godot_real val) {
+	Vector3 *v = (Vector3 *)p_v;
+	v->snap(val);
 }
 
-void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
-	const Vector3 *src = (Vector3 *)p_src;
-	Vector3 *dest = (Vector3 *)p_dest;
-	*dest = src->ceil();
+godot_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->snapped(val);
+	return dest;
 }
 
-godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	return a->distance_to(*b);
+void godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
+	Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *axis = (Vector3 *)&p_axis;
+	v->rotate(*axis, phi);
+}
+
+godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *axis = (Vector3 *)&p_axis;
+	*d = v->rotated(*axis, phi);
+	return dest;
+}
+
+godot_vector3 godot_vector3_linear_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_real t) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	*d = v->linear_interpolate(*b, t);
+	return dest;
+}
+
+godot_vector3 godot_vector3_cubic_interpolate(const godot_vector3 *p_v,
+		const godot_vector3 p_b, const godot_vector3 p_pre_a,
+		const godot_vector3 p_post_b, const godot_real t) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	const Vector3 *pre_a = (Vector3 *)&p_pre_a;
+	const Vector3 *post_b = (Vector3 *)&p_post_b;
+	*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
+	return dest;
+}
+
+godot_vector3 godot_vector3_cubic_interpolaten(const godot_vector3 *p_v,
+		const godot_vector3 p_b, const godot_vector3 p_pre_a,
+		const godot_vector3 p_post_b, const godot_real t) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	const Vector3 *pre_a = (Vector3 *)&p_pre_a;
+	const Vector3 *post_b = (Vector3 *)&p_post_b;
+	*d = v->cubic_interpolaten(*b, *pre_a, *post_b, t);
+	return dest;
+}
+
+godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	*d = v->cross(*b);
+	return dest;
+}
+
+godot_real godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	return v->dot(*b);
+}
+
+godot_basis godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_basis dest;
+	Basis *d = (Basis *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *b = (Vector3 *)&p_b;
+	*d = v->outer(*b);
+	return dest;
+}
+
+godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) {
+	godot_basis dest;
+	Basis *d = (Basis *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->to_diagonal_matrix();
+	return dest;
+}
+
+godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->abs();
+	return dest;
+}
+
+godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->floor();
+	return dest;
+}
+
+godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = v->ceil();
+	return dest;
+}
+
+godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	return v->distance_to(*b);
 }
 
-godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	return a->distance_squared_to(*b);
+godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	return v->distance_squared_to(*b);
 }
 
-godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	return a->angle_to(*b);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	return v->angle_to(*b);
 }
 
-void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *vec = (Vector3 *)p_vec;
-	Vector3 *dest = (Vector3 *)p_dest;
-	*dest = src->slide(*vec);
+godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *vec = (Vector3 *)&p_vec;
+	*d = v->slide(*vec);
+	return dest;
 }
 
-void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *vec = (Vector3 *)p_vec;
-	Vector3 *dest = (Vector3 *)p_dest;
-	*dest = src->bounce(*vec);
+godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *vec = (Vector3 *)&p_vec;
+	*d = v->bounce(*vec);
+	return dest;
 }
 
-void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
-	const Vector3 *src = (Vector3 *)p_src;
-	const Vector3 *vec = (Vector3 *)p_vec;
-	Vector3 *dest = (Vector3 *)p_dest;
-	*dest = src->reflect(*vec);
+godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	const Vector3 *vec = (Vector3 *)&p_vec;
+	*d = v->reflect(*vec);
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	*dest = *a + *b;
+godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	*d = *v + *b;
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	*dest = *a - *b;
+godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	*d = *v - *b;
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	*dest = *a * *b;
+godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	*d = *v * *b;
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	*dest = *a * p_b;
+godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	*d = *v * p_b;
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	*dest = *a / *b;
+godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	*d = *v / *b;
+	return dest;
 }
 
-void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
-	Vector3 *dest = (Vector3 *)p_dest;
-	Vector3 *a = (Vector3 *)p_a;
-	*dest = *a / p_b;
+godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b) {
+	godot_vector3 dest;
+	Vector3 *d = (Vector3 *)&dest;
+	Vector3 *v = (Vector3 *)p_v;
+	*d = *v / p_b;
+	return dest;
 }
 
-godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	return *a == *b;
+godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	return *v == *b;
 }
 
-godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
-	Vector3 *a = (Vector3 *)p_a;
-	Vector3 *b = (Vector3 *)p_b;
-	return *a < *b;
+godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b) {
+	Vector3 *v = (Vector3 *)p_v;
+	Vector3 *b = (Vector3 *)&p_b;
+	return *v < *b;
 }
 
-void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
-	const Vector3 *src = (Vector3 *)p_src;
-	String *dest = (String *)p_dest;
-	*dest = "(" + *src + ")";
+godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v) {
+	godot_string dest;
+	String *d = (String *)&dest;
+	const Vector3 *v = (Vector3 *)p_v;
+	*d = "(" + *v + ")";
+	return dest;
 }
 
 #ifdef __cplusplus

+ 45 - 45
modules/gdnative/godot/godot_vector3.h

@@ -49,7 +49,7 @@ typedef struct godot_vector3 {
 #include "../godot.h"
 #include "godot_basis.h"
 
-void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z);
+godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z);
 
 void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val);
 godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis);
@@ -61,50 +61,50 @@ godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v);
 godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v);
 
 void GDAPI godot_vector3_normalize(godot_vector3 *p_v);
-void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src);
-
-void GDAPI godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_zero(godot_vector3 *p_src);
-void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val);
-void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val);
-void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi);
-void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_axis, godot_real phi);
-void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, godot_real t);
-void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
-		const godot_vector3 *p_post_b, godot_real t);
-void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
-		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
-		const godot_vector3 *p_post_b, godot_real t);
-void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b);
-void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
-void GDAPI godot_vector3_to_diagonal_matrix(godot_basis *dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src);
-
-godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-
-void GDAPI godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-void GDAPI godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-void GDAPI godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-
-void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
-void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
-
-godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b);
-
-void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src);
+godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v);
+
+godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_v);
+void GDAPI godot_vector3_zero(godot_vector3 *p_v);
+void GDAPI godot_vector3_snap(godot_vector3 *p_v, const godot_real val);
+godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val);
+void GDAPI godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi);
+godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_v,
+		const godot_vector3 p_axis, const godot_real phi);
+godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_v,
+		const godot_vector3 p_b, const godot_real t);
+godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_v,
+		const godot_vector3 p_b, const godot_vector3 p_pre_a,
+		const godot_vector3 p_post_b, const godot_real t);
+godot_vector3 GDAPI godot_vector3_cubic_interpolaten(const godot_vector3 *p_v,
+		const godot_vector3 p_b, const godot_vector3 p_pre_a,
+		const godot_vector3 p_post_b, const godot_real t);
+godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_v);
+
+godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+
+godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec);
+godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec);
+godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec);
+
+godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b);
+godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b);
+
+godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b);
+
+godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v);
 
 #ifdef __cplusplus
 }