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gdnative: Implement missing function for godot_basis.

Emmanuel Leblond 8 years ago
parent
commit
e7134ce283
2 changed files with 180 additions and 32 deletions
  1. 154 26
      modules/gdnative/godot/godot_basis.cpp
  2. 26 6
      modules/gdnative/godot/godot_basis.h

+ 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
 }