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- /*************************************************************************/
- /* vector3.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "gdnative/vector3.h"
- #include "core/variant.h"
- #include "core/vector.h"
- #ifdef __cplusplus
- extern "C" {
- #endif
- static_assert(sizeof(godot_vector3) == sizeof(Vector3), "Vector3 size mismatch");
- void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
- Vector3 *dest = (Vector3 *)r_dest;
- *dest = Vector3(p_x, p_y, p_z);
- }
- godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) {
- godot_string ret;
- const Vector3 *self = (const Vector3 *)p_self;
- memnew_placement(&ret, String(*self));
- return ret;
- }
- godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->min_axis();
- }
- godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->max_axis();
- }
- godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->length();
- }
- godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->length_squared();
- }
- godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->is_normalized();
- }
- godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Vector3 *)&dest) = self->normalized();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Vector3 *)&dest) = self->inverse();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *snap_axis = (const Vector3 *)p_by;
- *((Vector3 *)&dest) = self->snapped(*snap_axis);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *axis = (const Vector3 *)p_axis;
- *((Vector3 *)&dest) = self->rotated(*axis, p_phi);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_lerp(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *((Vector3 *)&dest) = self->lerp(*b, p_t);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- const Vector3 *pre_a = (const Vector3 *)p_pre_a;
- const Vector3 *post_b = (const Vector3 *)p_post_b;
- *((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *to = (const Vector3 *)p_to;
- *((Vector3 *)&dest) = self->move_toward(*to, p_delta);
- return dest;
- }
- godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- return self->dot(*b);
- }
- godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *((Vector3 *)&dest) = self->cross(*b);
- return dest;
- }
- godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_basis dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *((Basis *)&dest) = self->outer(*b);
- return dest;
- }
- godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) {
- godot_basis dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Basis *)&dest) = self->to_diagonal_matrix();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Vector3 *)&dest) = self->abs();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Vector3 *)&dest) = self->floor();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *((Vector3 *)&dest) = self->ceil();
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_direction_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *to = (const Vector3 *)p_to;
- *((Vector3 *)&dest) = self->direction_to(*to);
- return dest;
- }
- godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- return self->distance_to(*b);
- }
- godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- return self->distance_squared_to(*b);
- }
- godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *to = (const Vector3 *)p_to;
- return self->angle_to(*to);
- }
- godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *n = (const Vector3 *)p_n;
- *((Vector3 *)&dest) = self->slide(*n);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *n = (const Vector3 *)p_n;
- *((Vector3 *)&dest) = self->bounce(*n);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) {
- godot_vector3 dest;
- const Vector3 *self = (const Vector3 *)p_self;
- const Vector3 *n = (const Vector3 *)p_n;
- *((Vector3 *)&dest) = self->reflect(*n);
- return dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *dest = *self + *b;
- return raw_dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *dest = *self - *b;
- return raw_dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *dest = *self * *b;
- return raw_dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- *dest = *self * p_b;
- return raw_dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- *dest = *self / *b;
- return raw_dest;
- }
- godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- Vector3 *self = (Vector3 *)p_self;
- *dest = *self / p_b;
- return raw_dest;
- }
- godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- return *self == *b;
- }
- godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) {
- Vector3 *self = (Vector3 *)p_self;
- const Vector3 *b = (const Vector3 *)p_b;
- return *self < *b;
- }
- godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) {
- godot_vector3 raw_dest;
- Vector3 *dest = (Vector3 *)&raw_dest;
- const Vector3 *self = (const Vector3 *)p_self;
- *dest = -(*self);
- return raw_dest;
- }
- void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) {
- Vector3 *self = (Vector3 *)p_self;
- self->set_axis(p_axis, p_val);
- }
- godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) {
- const Vector3 *self = (const Vector3 *)p_self;
- return self->get_axis(p_axis);
- }
- #ifdef __cplusplus
- }
- #endif
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