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-rw-r--r--modules/dlscript/godot/godot_vector3.cpp150
1 files changed, 150 insertions, 0 deletions
diff --git a/modules/dlscript/godot/godot_vector3.cpp b/modules/dlscript/godot/godot_vector3.cpp
new file mode 100644
index 0000000000..34005cbcb8
--- /dev/null
+++ b/modules/dlscript/godot/godot_vector3.cpp
@@ -0,0 +1,150 @@
+#include "godot_vector3.h"
+
+#include "math/vector3.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+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;
+ *v = Vector3(p_x, p_y, p_z);
+}
+
+void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
+ Vector3 *v = (Vector3 *)p_v;
+ v->set_axis(p_axis, p_val);
+}
+
+godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) {
+ Vector3 *v = (Vector3 *)p_v;
+ return v->get_axis(p_axis);
+}
+
+godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) {
+ Vector3 *v = (Vector3 *)p_v;
+ return v->min_axis();
+}
+
+godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
+ Vector3 *v = (Vector3 *)p_v;
+ return v->max_axis();
+}
+
+godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) {
+ Vector3 *v = (Vector3 *)p_v;
+ return v->length();
+}
+
+godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
+ Vector3 *v = (Vector3 *)p_v;
+ return v->length_squared();
+}
+
+void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
+ Vector3 *v = (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();
+}
+
+/*
+ * inverse
+ * zero
+ * snap
+ * snapped
+ * rotate
+ * rotated
+ *
+ *
+ * linear_interpolate
+ * cubic_interpolate
+ * cubic_interpolaten
+ * cross
+ * dot
+ * outer
+ * to_diagonal_matrix
+ * abs
+ * floor
+ * ceil
+ */
+
+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);
+}
+
+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);
+}
+
+/*
+ * slide
+ * reflect
+ */
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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;
+}
+
+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_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_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
+ Vector3 *a = (Vector3 *)p_a;
+ Vector3 *b = (Vector3 *)p_b;
+ return *a < *b;
+}
+
+#ifdef __cplusplus
+}
+#endif