vector3.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320
  1. /*************************************************************************/
  2. /* vector3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "gdnative/vector3.h"
  31. #include "core/variant.h"
  32. #include "core/vector.h"
  33. #ifdef __cplusplus
  34. extern "C" {
  35. #endif
  36. static_assert(sizeof(godot_vector3) == sizeof(Vector3), "Vector3 size mismatch");
  37. void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
  38. Vector3 *dest = (Vector3 *)r_dest;
  39. *dest = Vector3(p_x, p_y, p_z);
  40. }
  41. godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) {
  42. godot_string ret;
  43. const Vector3 *self = (const Vector3 *)p_self;
  44. memnew_placement(&ret, String(*self));
  45. return ret;
  46. }
  47. godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self) {
  48. const Vector3 *self = (const Vector3 *)p_self;
  49. return self->min_axis();
  50. }
  51. godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) {
  52. const Vector3 *self = (const Vector3 *)p_self;
  53. return self->max_axis();
  54. }
  55. godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self) {
  56. const Vector3 *self = (const Vector3 *)p_self;
  57. return self->length();
  58. }
  59. godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) {
  60. const Vector3 *self = (const Vector3 *)p_self;
  61. return self->length_squared();
  62. }
  63. godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) {
  64. const Vector3 *self = (const Vector3 *)p_self;
  65. return self->is_normalized();
  66. }
  67. godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) {
  68. godot_vector3 dest;
  69. const Vector3 *self = (const Vector3 *)p_self;
  70. *((Vector3 *)&dest) = self->normalized();
  71. return dest;
  72. }
  73. godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) {
  74. godot_vector3 dest;
  75. const Vector3 *self = (const Vector3 *)p_self;
  76. *((Vector3 *)&dest) = self->inverse();
  77. return dest;
  78. }
  79. godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by) {
  80. godot_vector3 dest;
  81. const Vector3 *self = (const Vector3 *)p_self;
  82. const Vector3 *snap_axis = (const Vector3 *)p_by;
  83. *((Vector3 *)&dest) = self->snapped(*snap_axis);
  84. return dest;
  85. }
  86. godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
  87. godot_vector3 dest;
  88. const Vector3 *self = (const Vector3 *)p_self;
  89. const Vector3 *axis = (const Vector3 *)p_axis;
  90. *((Vector3 *)&dest) = self->rotated(*axis, p_phi);
  91. return dest;
  92. }
  93. godot_vector3 GDAPI godot_vector3_lerp(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t) {
  94. godot_vector3 dest;
  95. const Vector3 *self = (const Vector3 *)p_self;
  96. const Vector3 *b = (const Vector3 *)p_b;
  97. *((Vector3 *)&dest) = self->lerp(*b, p_t);
  98. return dest;
  99. }
  100. 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) {
  101. godot_vector3 dest;
  102. const Vector3 *self = (const Vector3 *)p_self;
  103. const Vector3 *b = (const Vector3 *)p_b;
  104. const Vector3 *pre_a = (const Vector3 *)p_pre_a;
  105. const Vector3 *post_b = (const Vector3 *)p_post_b;
  106. *((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
  107. return dest;
  108. }
  109. godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta) {
  110. godot_vector3 dest;
  111. const Vector3 *self = (const Vector3 *)p_self;
  112. const Vector3 *to = (const Vector3 *)p_to;
  113. *((Vector3 *)&dest) = self->move_toward(*to, p_delta);
  114. return dest;
  115. }
  116. godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  117. const Vector3 *self = (const Vector3 *)p_self;
  118. const Vector3 *b = (const Vector3 *)p_b;
  119. return self->dot(*b);
  120. }
  121. godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  122. godot_vector3 dest;
  123. const Vector3 *self = (const Vector3 *)p_self;
  124. const Vector3 *b = (const Vector3 *)p_b;
  125. *((Vector3 *)&dest) = self->cross(*b);
  126. return dest;
  127. }
  128. godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  129. godot_basis dest;
  130. const Vector3 *self = (const Vector3 *)p_self;
  131. const Vector3 *b = (const Vector3 *)p_b;
  132. *((Basis *)&dest) = self->outer(*b);
  133. return dest;
  134. }
  135. godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) {
  136. godot_basis dest;
  137. const Vector3 *self = (const Vector3 *)p_self;
  138. *((Basis *)&dest) = self->to_diagonal_matrix();
  139. return dest;
  140. }
  141. godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) {
  142. godot_vector3 dest;
  143. const Vector3 *self = (const Vector3 *)p_self;
  144. *((Vector3 *)&dest) = self->abs();
  145. return dest;
  146. }
  147. godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) {
  148. godot_vector3 dest;
  149. const Vector3 *self = (const Vector3 *)p_self;
  150. *((Vector3 *)&dest) = self->floor();
  151. return dest;
  152. }
  153. godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) {
  154. godot_vector3 dest;
  155. const Vector3 *self = (const Vector3 *)p_self;
  156. *((Vector3 *)&dest) = self->ceil();
  157. return dest;
  158. }
  159. godot_vector3 GDAPI godot_vector3_direction_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
  160. godot_vector3 dest;
  161. const Vector3 *self = (const Vector3 *)p_self;
  162. const Vector3 *to = (const Vector3 *)p_to;
  163. *((Vector3 *)&dest) = self->direction_to(*to);
  164. return dest;
  165. }
  166. godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  167. const Vector3 *self = (const Vector3 *)p_self;
  168. const Vector3 *b = (const Vector3 *)p_b;
  169. return self->distance_to(*b);
  170. }
  171. godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  172. const Vector3 *self = (const Vector3 *)p_self;
  173. const Vector3 *b = (const Vector3 *)p_b;
  174. return self->distance_squared_to(*b);
  175. }
  176. godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
  177. const Vector3 *self = (const Vector3 *)p_self;
  178. const Vector3 *to = (const Vector3 *)p_to;
  179. return self->angle_to(*to);
  180. }
  181. godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) {
  182. godot_vector3 dest;
  183. const Vector3 *self = (const Vector3 *)p_self;
  184. const Vector3 *n = (const Vector3 *)p_n;
  185. *((Vector3 *)&dest) = self->slide(*n);
  186. return dest;
  187. }
  188. godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) {
  189. godot_vector3 dest;
  190. const Vector3 *self = (const Vector3 *)p_self;
  191. const Vector3 *n = (const Vector3 *)p_n;
  192. *((Vector3 *)&dest) = self->bounce(*n);
  193. return dest;
  194. }
  195. godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) {
  196. godot_vector3 dest;
  197. const Vector3 *self = (const Vector3 *)p_self;
  198. const Vector3 *n = (const Vector3 *)p_n;
  199. *((Vector3 *)&dest) = self->reflect(*n);
  200. return dest;
  201. }
  202. godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  203. godot_vector3 raw_dest;
  204. Vector3 *dest = (Vector3 *)&raw_dest;
  205. Vector3 *self = (Vector3 *)p_self;
  206. const Vector3 *b = (const Vector3 *)p_b;
  207. *dest = *self + *b;
  208. return raw_dest;
  209. }
  210. godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  211. godot_vector3 raw_dest;
  212. Vector3 *dest = (Vector3 *)&raw_dest;
  213. Vector3 *self = (Vector3 *)p_self;
  214. const Vector3 *b = (const Vector3 *)p_b;
  215. *dest = *self - *b;
  216. return raw_dest;
  217. }
  218. godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  219. godot_vector3 raw_dest;
  220. Vector3 *dest = (Vector3 *)&raw_dest;
  221. Vector3 *self = (Vector3 *)p_self;
  222. const Vector3 *b = (const Vector3 *)p_b;
  223. *dest = *self * *b;
  224. return raw_dest;
  225. }
  226. godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) {
  227. godot_vector3 raw_dest;
  228. Vector3 *dest = (Vector3 *)&raw_dest;
  229. Vector3 *self = (Vector3 *)p_self;
  230. *dest = *self * p_b;
  231. return raw_dest;
  232. }
  233. godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  234. godot_vector3 raw_dest;
  235. Vector3 *dest = (Vector3 *)&raw_dest;
  236. Vector3 *self = (Vector3 *)p_self;
  237. const Vector3 *b = (const Vector3 *)p_b;
  238. *dest = *self / *b;
  239. return raw_dest;
  240. }
  241. godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) {
  242. godot_vector3 raw_dest;
  243. Vector3 *dest = (Vector3 *)&raw_dest;
  244. Vector3 *self = (Vector3 *)p_self;
  245. *dest = *self / p_b;
  246. return raw_dest;
  247. }
  248. godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  249. Vector3 *self = (Vector3 *)p_self;
  250. const Vector3 *b = (const Vector3 *)p_b;
  251. return *self == *b;
  252. }
  253. godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) {
  254. Vector3 *self = (Vector3 *)p_self;
  255. const Vector3 *b = (const Vector3 *)p_b;
  256. return *self < *b;
  257. }
  258. godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) {
  259. godot_vector3 raw_dest;
  260. Vector3 *dest = (Vector3 *)&raw_dest;
  261. const Vector3 *self = (const Vector3 *)p_self;
  262. *dest = -(*self);
  263. return raw_dest;
  264. }
  265. void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) {
  266. Vector3 *self = (Vector3 *)p_self;
  267. self->set_axis(p_axis, p_val);
  268. }
  269. godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) {
  270. const Vector3 *self = (const Vector3 *)p_self;
  271. return self->get_axis(p_axis);
  272. }
  273. #ifdef __cplusplus
  274. }
  275. #endif