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- #include "godot_quat.h"
- #include "math/quat.h"
- #ifdef __cplusplus
- extern "C" {
- #endif
- void _quat_api_anchor() {
- }
- void GDAPI godot_quat_new(godot_quat *p_quat) {
- Quat *quat = (Quat *)p_quat;
- *quat = Quat();
- }
- void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w) {
- Quat *quat = (Quat *)p_quat;
- *quat = Quat(x, y, z, w);
- }
- void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle) {
- Quat *quat = (Quat *)p_quat;
- const Vector3 *axis = (const Vector3 *)p_axis;
- *quat = Quat(*axis, p_angle);
- }
- void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1) {
- Quat *quat = (Quat *)p_quat;
- const Vector3 *v0 = (const Vector3 *)p_v0;
- const Vector3 *v1 = (const Vector3 *)p_v1;
- *quat = Quat(*v0, *v1);
- }
- godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat) {
- Quat *quat = (Quat *)p_quat;
- Vector3 euler = quat->get_euler();
- return *(godot_vector3 *)&euler;
- }
- void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler) {
- Quat *quat = (Quat *)p_quat;
- const Vector3 *euler = (const Vector3 *)p_euler;
- quat->set_euler(*euler);
- }
- godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx) {
- Quat *quat = (Quat *)p_quat;
- switch (p_idx) {
- case 0:
- return &quat->x;
- case 1:
- return &quat->y;
- case 2:
- return &quat->z;
- default:
- return &quat->y;
- }
- }
- godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx) {
- const Quat *quat = (const Quat *)p_quat;
- switch (p_idx) {
- case 0:
- return quat->x;
- case 1:
- return quat->y;
- case 2:
- return quat->z;
- default:
- return quat->y;
- }
- }
- #ifdef __cplusplus
- }
- #endif
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