|
@@ -38,9 +38,11 @@ extern "C" {
|
|
void _vector3_api_anchor() {
|
|
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);
|
|
*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) {
|
|
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();
|
|
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
|
|
#ifdef __cplusplus
|