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authorEmmanuel Leblond <emmanuel.leblond@gmail.com>2017-04-17 16:43:43 +0200
committerEmmanuel Leblond <emmanuel.leblond@gmail.com>2017-04-17 16:43:43 +0200
commit707eedfa852c28e245e7ff880334c6f30a5c57cc (patch)
treec15b39671419f80f8c4a9428023047c8a39b1ff3 /modules/gdnative
parent95fe6b5d8c42faef20c9f69cfc1883ffd9ce5104 (diff)
gdnative: modify vector2&vector3 functions signature to use value passing instead of ptr.
Diffstat (limited to 'modules/gdnative')
-rw-r--r--modules/gdnative/godot/godot_vector2.cpp348
-rw-r--r--modules/gdnative/godot/godot_vector2.h62
-rw-r--r--modules/gdnative/godot/godot_vector3.cpp396
-rw-r--r--modules/gdnative/godot/godot_vector3.h90
4 files changed, 473 insertions, 423 deletions
diff --git a/modules/gdnative/godot/godot_vector2.cpp b/modules/gdnative/godot/godot_vector2.cpp
index ad5107f9a8..87e60b6245 100644
--- a/modules/gdnative/godot/godot_vector2.cpp
+++ b/modules/gdnative/godot/godot_vector2.cpp
@@ -37,11 +37,12 @@ extern "C" {
void _vector2_api_anchor() {}
-void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
- godot_real p_y) {
- Vector2 *v = (Vector2 *)p_v;
+godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) {
+ godot_vector2 value;
+ Vector2 *v = (Vector2 *)&value;
v->x = p_x;
v->y = p_y;
+ return value;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
@@ -55,11 +56,11 @@ void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
- Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *v = (Vector2 *)p_v;
return v->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
- Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *v = (Vector2 *)p_v;
return v->y;
}
@@ -67,224 +68,227 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
v->normalize();
}
-void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
- const godot_vector2 *p_src) {
- Vector2 *v = (Vector2 *)p_src;
- Vector2 *d = (Vector2 *)p_dest;
+godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) {
+ godot_vector2 dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ Vector2 *d = (Vector2 *)&dest;
*d = v->normalized();
+ return dest;
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
- Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *v = (Vector2 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
- Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *v = (Vector2 *)p_v;
return v->length_squared();
}
-godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *a = (Vector2 *)p_a;
- Vector2 *b = (Vector2 *)p_b;
- return a->distance_to(*b);
+godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ return v->distance_to(*b);
}
-godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *a = (Vector2 *)p_a;
- Vector2 *b = (Vector2 *)p_b;
- return a->distance_squared_to(*b);
+godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ return v->distance_squared_to(*b);
}
-void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- *dest = *a + *b;
+godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ *d = *v + *b;
+ return dest;
}
-void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- *dest = *a - *b;
+godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ *d = *v - *b;
+ return dest;
}
-void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- *dest = *a * *b;
+godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ *d = *v * *b;
+ return dest;
}
-void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_real p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- *dest = *a * p_b;
+godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = *v * p_b;
+ return dest;
}
-void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- *dest = *a / *b;
+godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ *d = *v / *b;
+ return dest;
}
-void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
- const godot_vector2 *p_a,
- const godot_real p_b) {
- Vector2 *dest = (Vector2 *)p_dest;
- const Vector2 *a = (Vector2 *)p_a;
- *dest = *a / p_b;
+godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = *v / p_b;
+ return dest;
}
-godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- return *a == *b;
+godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ return *v == *b;
}
-godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
- const godot_vector2 *p_b) {
- const Vector2 *a = (Vector2 *)p_a;
- const Vector2 *b = (Vector2 *)p_b;
- return *a < *b;
+godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ return *v < *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_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = v->abs();
+ return dest;
}
-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(const godot_vector2 *p_v) {
+ const Vector2 *v = (Vector2 *)p_v;
+ return v->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(const godot_vector2 *p_v, const godot_vector2 p_to) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *to = (Vector2 *)&p_to;
+ return v->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);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *to = (Vector2 *)&p_to;
+ return v->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);
+godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = v->clamped(length);
+ return dest;
}
-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_vector2 GDAPI godot_vector2_cubic_interpolate(
+ const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a,
+ const godot_vector2 p_post_b, godot_real t) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ const Vector2 *pre_a = (Vector2 *)&p_pre_a;
+ const Vector2 *post_b = (Vector2 *)&p_post_b;
+ *d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
+ return dest;
}
-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);
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *with = (Vector2 *)&p_with;
+ return v->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_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = v->floor();
+ return dest;
}
-godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
- const Vector2 *src = (Vector2 *)p_src;
- return src->aspect();
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) {
+ const Vector2 *v = (Vector2 *)p_v;
+ return v->aspect();
}
-void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
- const godot_vector2 *p_src,
- const godot_vector2 *p_b,
+godot_vector2 GDAPI godot_vector2_linear_interpolate(
+ const godot_vector2 *p_v,
+ 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 + ")";
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *b = (Vector2 *)&p_b;
+ *d = v->linear_interpolate(*b, t);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) {
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *vec = (Vector2 *)&p_vec;
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ *d = v->reflect(*vec);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) {
+ const Vector2 *v = (Vector2 *)p_v;
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ *d = v->rotated(phi);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *vec = (Vector2 *)&p_vec;
+ *d = v->slide(*vec);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ const Vector2 *by = (Vector2 *)&p_by;
+ *d = v->snapped(*by);
+ return dest;
+}
+
+godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) {
+ godot_vector2 dest;
+ Vector2 *d = (Vector2 *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = v->tangent();
+ return dest;
+}
+
+godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) {
+ godot_string dest;
+ String *d = (String *)&dest;
+ const Vector2 *v = (Vector2 *)p_v;
+ *d = "(" + *v + ")";
+ return dest;
}
#ifdef __cplusplus
diff --git a/modules/gdnative/godot/godot_vector2.h b/modules/gdnative/godot/godot_vector2.h
index 4d957d4c7f..36a4f01d03 100644
--- a/modules/gdnative/godot/godot_vector2.h
+++ b/modules/gdnative/godot/godot_vector2.h
@@ -45,7 +45,7 @@ typedef struct godot_vector2 {
#include "../godot.h"
-void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y);
+godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y);
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x);
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y);
@@ -53,43 +53,43 @@ godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v);
void GDAPI godot_vector2_normalize(godot_vector2 *p_v);
-void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v);
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);
+godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b);
-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);
+godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to);
+godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, godot_real length);
+godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_v,
+ 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_v, const godot_vector2 p_with);
+godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v);
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v);
+godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_v,
+ const godot_vector2 p_b, godot_real t);
+godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec);
+godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi);
+godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec);
+godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by);
+godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v);
+godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v);
-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);
-void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
-void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
-void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
+godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b);
+godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b);
-godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b);
-godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b);
+godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b);
+godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b);
#ifdef __cplusplus
}
diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp
index 41d1c1abf5..5f71b9f7e4 100644
--- a/modules/gdnative/godot/godot_vector3.cpp
+++ b/modules/gdnative/godot/godot_vector3.cpp
@@ -38,9 +38,11 @@ extern "C" {
void _vector3_api_anchor() {
}
-void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
- Vector3 *v = (Vector3 *)p_v;
+godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z) {
+ godot_vector3 value;
+ Vector3 *v = (Vector3 *)&value;
*v = Vector3(p_x, p_y, p_z);
+ return value;
}
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
@@ -78,217 +80,261 @@ void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
v->normalize();
}
-void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
- Vector3 *src = (Vector3 *)p_src;
- Vector3 *dest = (Vector3 *)p_dest;
- *dest = src->normalized();
-}
-
-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);
+godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ *d = v->normalized();
+ return dest;
}
-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();
+godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->inverse();
+ return dest;
}
-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_zero(godot_vector3 *p_v) {
+ Vector3 *v = (Vector3 *)p_v;
+ v->zero();
}
-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_snap(godot_vector3 *p_v, const godot_real val) {
+ Vector3 *v = (Vector3 *)p_v;
+ v->snap(val);
}
-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_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->snapped(val);
+ return dest;
}
-godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- return a->distance_to(*b);
+void godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
+ Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *axis = (Vector3 *)&p_axis;
+ v->rotate(*axis, phi);
+}
+
+godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *axis = (Vector3 *)&p_axis;
+ *d = v->rotated(*axis, phi);
+ return dest;
+}
+
+godot_vector3 godot_vector3_linear_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_real t) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ *d = v->linear_interpolate(*b, t);
+ return dest;
+}
+
+godot_vector3 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 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ const Vector3 *pre_a = (Vector3 *)&p_pre_a;
+ const Vector3 *post_b = (Vector3 *)&p_post_b;
+ *d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
+ return dest;
+}
+
+godot_vector3 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 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ const Vector3 *pre_a = (Vector3 *)&p_pre_a;
+ const Vector3 *post_b = (Vector3 *)&p_post_b;
+ *d = v->cubic_interpolaten(*b, *pre_a, *post_b, t);
+ return dest;
+}
+
+godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ *d = v->cross(*b);
+ return dest;
+}
+
+godot_real godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ return v->dot(*b);
+}
+
+godot_basis godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_basis dest;
+ Basis *d = (Basis *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *b = (Vector3 *)&p_b;
+ *d = v->outer(*b);
+ return dest;
+}
+
+godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) {
+ godot_basis dest;
+ Basis *d = (Basis *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->to_diagonal_matrix();
+ return dest;
+}
+
+godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->abs();
+ return dest;
+}
+
+godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->floor();
+ return dest;
+}
+
+godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = v->ceil();
+ return dest;
+}
+
+godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ return v->distance_to(*b);
}
-godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- return a->distance_squared_to(*b);
+godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ return v->distance_squared_to(*b);
}
-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);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ return v->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);
+godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *vec = (Vector3 *)&p_vec;
+ *d = v->slide(*vec);
+ return dest;
}
-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);
+godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *vec = (Vector3 *)&p_vec;
+ *d = v->bounce(*vec);
+ return dest;
}
-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);
+godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ const Vector3 *vec = (Vector3 *)&p_vec;
+ *d = v->reflect(*vec);
+ return dest;
}
-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;
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- *dest = *a + *b;
+godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ *d = *v + *b;
+ return dest;
}
-void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *dest = (Vector3 *)p_dest;
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- *dest = *a - *b;
+godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ *d = *v - *b;
+ return dest;
}
-void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *dest = (Vector3 *)p_dest;
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- *dest = *a * *b;
+godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ *d = *v * *b;
+ return dest;
}
-void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
- Vector3 *dest = (Vector3 *)p_dest;
- Vector3 *a = (Vector3 *)p_a;
- *dest = *a * p_b;
+godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ *d = *v * p_b;
+ return dest;
}
-void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *dest = (Vector3 *)p_dest;
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- *dest = *a / *b;
+godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ *d = *v / *b;
+ return dest;
}
-void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
- Vector3 *dest = (Vector3 *)p_dest;
- Vector3 *a = (Vector3 *)p_a;
- *dest = *a / p_b;
+godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ Vector3 *v = (Vector3 *)p_v;
+ *d = *v / p_b;
+ return dest;
}
-godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- return *a == *b;
+godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ return *v == *b;
}
-godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
- Vector3 *a = (Vector3 *)p_a;
- Vector3 *b = (Vector3 *)p_b;
- return *a < *b;
+godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b) {
+ Vector3 *v = (Vector3 *)p_v;
+ Vector3 *b = (Vector3 *)&p_b;
+ return *v < *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 + ")";
+godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v) {
+ godot_string dest;
+ String *d = (String *)&dest;
+ const Vector3 *v = (Vector3 *)p_v;
+ *d = "(" + *v + ")";
+ return dest;
}
#ifdef __cplusplus
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
}