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authorThomas Herzog <karroffel@users.noreply.github.com>2017-04-17 19:55:42 +0200
committerGitHub <noreply@github.com>2017-04-17 19:55:42 +0200
commita88c20f0ca4d970bc079544e87cd00f15f744d62 (patch)
treea7337d784c6f9a7543a54e61ed69fd1aeff86911 /modules/gdnative/godot/godot_vector3.h
parent6f9ec3acfc45ae4f3649777a41bd3685a81fb114 (diff)
parente7134ce28326cbd657c5daf6615d849a2996efec (diff)
Merge pull request #8439 from touilleMan/correct_gdnative_signatures
Correct gdnative signatures
Diffstat (limited to 'modules/gdnative/godot/godot_vector3.h')
-rw-r--r--modules/gdnative/godot/godot_vector3.h90
1 files changed, 45 insertions, 45 deletions
diff --git a/modules/gdnative/godot/godot_vector3.h b/modules/gdnative/godot/godot_vector3.h
index bc141bcfec..654ddd7792 100644
--- a/modules/gdnative/godot/godot_vector3.h
+++ b/modules/gdnative/godot/godot_vector3.h
@@ -49,7 +49,7 @@ typedef struct godot_vector3 {
#include "../godot.h"
#include "godot_basis.h"
-void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z);
+godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z);
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val);
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis);
@@ -61,50 +61,50 @@ godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v);
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v);
void GDAPI godot_vector3_normalize(godot_vector3 *p_v);
-void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src);
-
-void GDAPI godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_zero(godot_vector3 *p_src);
-void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val);
-void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val);
-void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi);
-void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
- const godot_vector3 *p_axis, godot_real phi);
-void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
- const godot_vector3 *p_b, godot_real t);
-void GDAPI 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);
-void GDAPI 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);
-void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b);
-void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
-void GDAPI godot_vector3_to_diagonal_matrix(godot_basis *dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src);
-void GDAPI godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src);
-
-godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
-
-void GDAPI godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-void GDAPI godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-void GDAPI godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
-
-void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
-void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
-void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
-
-godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b);
-godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b);
-
-void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src);
+godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v);
+
+godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_v);
+void GDAPI godot_vector3_zero(godot_vector3 *p_v);
+void GDAPI godot_vector3_snap(godot_vector3 *p_v, const godot_real val);
+godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val);
+void GDAPI godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi);
+godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_v,
+ const godot_vector3 p_axis, const godot_real phi);
+godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_v,
+ const godot_vector3 p_b, const godot_real t);
+godot_vector3 GDAPI 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 GDAPI 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 GDAPI godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_v);
+godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_v);
+
+godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b);
+
+godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec);
+godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec);
+godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec);
+
+godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b);
+godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b);
+
+godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b);
+godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b);
+
+godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v);
#ifdef __cplusplus
}