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authorEmmanuel Leblond <emmanuel.leblond@gmail.com>2017-04-15 00:16:25 +0200
committerEmmanuel Leblond <emmanuel.leblond@gmail.com>2017-04-15 00:29:43 +0200
commite5f7f656d685e228ee711a32d3f051aefea3698d (patch)
tree996033cab0f8d0400f3fada397f25bc20a17a583 /modules/gdnative/godot
parent065261ccebd44fb5f8ed9d816d6a165b8c762565 (diff)
Implement missing functions in gdnative vector2 and vector3 bindings
Diffstat (limited to 'modules/gdnative/godot')
-rw-r--r--modules/gdnative/godot/godot_basis.h1
-rw-r--r--modules/gdnative/godot/godot_vector2.cpp108
-rw-r--r--modules/gdnative/godot/godot_vector2.h48
-rw-r--r--modules/gdnative/godot/godot_vector3.cpp166
-rw-r--r--modules/gdnative/godot/godot_vector3.h62
5 files changed, 303 insertions, 82 deletions
diff --git a/modules/gdnative/godot/godot_basis.h b/modules/gdnative/godot/godot_basis.h
index a8f19bfde5..e65e5b6830 100644
--- a/modules/gdnative/godot/godot_basis.h
+++ b/modules/gdnative/godot/godot_basis.h
@@ -43,6 +43,7 @@ typedef struct godot_basis {
#endif
#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);
diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp
index dce4c03b5d..e11cec2cfd 100644
--- a/modules/gdnative/godot/godot_vector2.cpp
+++ b/modules/gdnative/godot/godot_vector2.cpp
@@ -148,6 +148,114 @@ godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const god
return *a < *b;
}
+void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2 *)p_src;
+ Vector2 *dest = (Vector2 *)p_dest;
+ *dest = src->abs();
+}
+
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2*)p_src;
+ return src->angle();
+}
+
+
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *to = (Vector2*)p_to;
+ return src->angle_to(*to);
+}
+
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *to = (Vector2*)p_to;
+ return src->angle_to_point(*to);
+}
+
+void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length) {
+ const Vector2 *src = (Vector2*)p_src;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->clamped(length);
+}
+
+void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
+ const godot_vector2 *p_post_b, godot_real t) {
+ Vector2 *dest = (Vector2*)p_dest;
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *b = (Vector2*)p_b;
+ const Vector2 *pre_a = (Vector2*)p_pre_a;
+ const Vector2 *post_b = (Vector2*)p_post_b;
+ *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
+}
+
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *with = (Vector2*)p_with;
+ return src->dot(*with);
+}
+
+void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2*)p_src;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->floor();
+}
+
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2*)p_src;
+ return src->aspect();
+}
+
+void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_b, godot_real t) {
+ Vector2 *dest = (Vector2*)p_dest;
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *b = (Vector2*)p_b;
+ *dest = src->linear_interpolate(*b, t);
+}
+
+void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_vec) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *vec = (Vector2*)p_vec;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->reflect(*vec);
+}
+
+void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi) {
+ const Vector2 *src = (Vector2*)p_src;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->rotated(phi);
+}
+
+void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *vec = (Vector2*)p_vec;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->slide(*vec);
+}
+
+void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by) {
+ const Vector2 *src = (Vector2*)p_src;
+ const Vector2 *by = (Vector2*)p_by;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->snapped(*by);
+}
+
+void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2*)p_src;
+ Vector2 *dest = (Vector2*)p_dest;
+ *dest = src->tangent();
+}
+
+void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src) {
+ const Vector2 *src = (Vector2*)p_src;
+ String *dest = (String*)p_dest;
+ *dest = "(" + *src + ")";
+}
+
+
+
#ifdef __cplusplus
}
#endif
diff --git a/modules/gdnative/godot/godot_vector2.h b/modules/gdnative/godot/godot_vector2.h
index afda8aa10b..c3bc8551ba 100644
--- a/modules/gdnative/godot/godot_vector2.h
+++ b/modules/gdnative/godot/godot_vector2.h
@@ -61,34 +61,26 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
-// @Incomplete
-/*
- * missing:
- *
- * angle_to
- * angle_to_point
- * dot
- * cross_vector
- * cross_scalar
- * project
- * plane_project
- * clamped
- * linear_interpolate
- * cubic_interpolate
- * cubic_interpolate_soft
- * slide
- * reflect
- * angle
- * abs
- * rotated
- * tangent
- * floor
- * snapped
- * aspect
- *
- *
- * to_string
- */
+void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to);
+void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length);
+void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
+ const godot_vector2 *p_post_b, godot_real t);
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with);
+void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
+void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_b, godot_real t);
+void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src,
+ const godot_vector2 *p_vec);
+void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
+void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
+void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);
+void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src);
+void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src);
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp
index f08bfbcf06..599420dd00 100644
--- a/modules/gdnative/godot/godot_vector3.cpp
+++ b/modules/gdnative/godot/godot_vector3.cpp
@@ -84,26 +84,116 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *
*dest = src->normalized();
}
-/*
- * inverse
- * zero
- * snap
- * snapped
- * rotate
- * rotated
- *
- *
- * linear_interpolate
- * cubic_interpolate
- * cubic_interpolaten
- * cross
- * dot
- * outer
- * to_diagonal_matrix
- * abs
- * floor
- * ceil
- */
+void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ *dest = src->inverse();
+}
+
+void godot_vector3_zero(godot_vector3 *p_src) {
+ Vector3 *src = (Vector3*)p_src;
+ src->zero();
+}
+
+void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
+ Vector3 *src = (Vector3*)p_src;
+ src->snap(val);
+}
+
+void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ *dest = src->snapped(val);
+}
+
+void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
+ Vector3 *src = (Vector3*)p_src;
+ const Vector3 *axis = (Vector3*)p_axis;
+ src->rotate(*axis, phi);
+}
+
+void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
+ const godot_vector3 *p_axis, godot_real phi) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *axis = (Vector3*)p_axis;
+ *dest = src->rotated(*axis, phi);
+}
+
+
+void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
+ const godot_vector3 *p_b, godot_real t) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ *dest = src->linear_interpolate(*b, t);
+}
+
+void 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) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ const Vector3 *pre_a = (Vector3*)p_pre_a;
+ const Vector3 *post_b = (Vector3*)p_post_b;
+ *dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
+}
+
+void 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) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ const Vector3 *pre_a = (Vector3*)p_pre_a;
+ const Vector3 *post_b = (Vector3*)p_post_b;
+ *dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
+}
+
+void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ *dest = src->cross(*b);
+}
+
+godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ return src->dot(*b);
+}
+
+void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
+ Basis *dest = (Basis*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *b = (Vector3*)p_b;
+ *dest = src->outer(*b);
+}
+
+void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
+ Basis *dest = (Basis*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ *dest = src->to_diagonal_matrix();
+}
+
+void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ *dest = src->abs();
+}
+
+void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+ Vector3 *dest = (Vector3*)p_dest;
+ const Vector3 *src = (Vector3*)p_src;
+ *dest = src->floor();
+}
+
+void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+ const Vector3 *src = (Vector3*)p_src;
+ Vector3 *dest = (Vector3*)p_dest;
+ *dest = src->ceil();
+}
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
@@ -117,10 +207,32 @@ godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, con
return a->distance_squared_to(*b);
}
-/*
- * slide
- * reflect
- */
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
+ Vector3 *a = (Vector3 *)p_a;
+ Vector3 *b = (Vector3 *)p_b;
+ return a->angle_to(*b);
+}
+
+void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *vec = (Vector3*)p_vec;
+ Vector3 *dest = (Vector3*)p_dest;
+ *dest = src->slide(*vec);
+}
+
+void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *vec = (Vector3*)p_vec;
+ Vector3 *dest = (Vector3*)p_dest;
+ *dest = src->bounce(*vec);
+}
+
+void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+ const Vector3 *src = (Vector3*)p_src;
+ const Vector3 *vec = (Vector3*)p_vec;
+ Vector3 *dest = (Vector3*)p_dest;
+ *dest = src->reflect(*vec);
+}
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
@@ -174,6 +286,12 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god
return *a < *b;
}
+void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
+ const Vector3 *src = (Vector3*)p_src;
+ String *dest = (String*)p_dest;
+ *dest = "(" + *src + ")";
+}
+
#ifdef __cplusplus
}
#endif
diff --git a/modules/gdnative/godot/godot_vector3.h b/modules/gdnative/godot/godot_vector3.h
index b7dc40965d..51dd56c286 100644
--- a/modules/gdnative/godot/godot_vector3.h
+++ b/modules/gdnative/godot/godot_vector3.h
@@ -42,7 +42,12 @@ typedef struct godot_vector3 {
} godot_vector3;
#endif
+#define GODOT_VECTOR3_AXIX_X 0
+#define GODOT_VECTOR3_AXIX_Y 1
+#define GODOT_VECTOR3_AXIX_Z 2
+
#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);
@@ -58,37 +63,36 @@ 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);
-// @Incomplete
-
-/*
- * inverse
- * zero
- * snap
- * snapped
- * rotate
- * rotated
- *
- *
- * linear_interpolate
- * cubic_interpolate
- * cubic_interpolaten
- * cross
- * dot
- * outer
- * to_diagonal_matrix
- * abs
- * floor
- * ceil
- */
+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);
-// @Incomplete
-/*
- * slide
- * reflect
- */
+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);
@@ -100,9 +104,7 @@ void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const god
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);
-/*
- * to_string
- */
+void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src);
#ifdef __cplusplus
}