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+/*************************************************************************/
+/* godot_basis.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "godot_basis.h"
+
+#include "math/matrix3.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void _basis_api_anchor() {
+}
+
+void GDAPI godot_basis_new(godot_basis *p_v) {
+ Basis *v = (Basis *)p_v;
+ *v = Basis();
+}
+
+void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler) {
+ Basis *v = (Basis *)p_v;
+ Quat *euler = (Quat *)p_euler;
+ *v = Basis(*euler);
+}
+
+void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler) {
+ Basis *v = (Basis *)p_v;
+ Vector3 *euler = (Vector3 *)&p_euler;
+ *v = Basis(*euler);
+}
+
+void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
+ Basis *v = (Basis *)p_v;
+ const Vector3 *axis = (Vector3 *)&p_axis;
+ *v = Basis(*axis, p_phi);
+}
+
+void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2) {
+ Basis *v = (Basis *)p_v;
+ const Vector3 *row0 = (Vector3 *)&p_row0;
+ const Vector3 *row1 = (Vector3 *)&p_row1;
+ const Vector3 *row2 = (Vector3 *)&p_row2;
+ *v = Basis(*row0, *row1, *row2);
+}
+
+godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v) {
+ const Basis *v = (const Basis *)p_v;
+ godot_quat quat;
+ Quat *p_quat = (Quat *)&quat;
+ *p_quat = v->operator Quat();
+ return quat;
+}
+
+/*
+ * p_elements is a pointer to an array of 3 (!!) vector3
+ */
+void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements) {
+ Basis *v = (Basis *)p_v;
+ Vector3 *elements = (Vector3 *)p_elements;
+ elements[0] = v->elements[0];
+ elements[1] = v->elements[1];
+ elements[2] = v->elements[2];
+}
+
+godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->get_axis(p_axis);
+ return dest;
+}
+
+void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value) {
+ Basis *v = (Basis *)p_v;
+ const Vector3 *value = (Vector3 *)&p_value;
+ v->set_axis(p_axis, *value);
+}
+
+godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->get_row(p_row);
+ return dest;
+}
+
+void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value) {
+ Basis *v = (Basis *)p_v;
+ const Vector3 *value = (Vector3 *)&p_value;
+ v->set_row(p_row, *value);
+}
+
+godot_real godot_basis_determinant(const godot_basis *p_v) {
+ Basis *v = (Basis *)p_v;
+ return v->determinant();
+}
+
+godot_vector3 godot_basis_get_euler(const godot_basis *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->get_euler();
+ return dest;
+}
+
+godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v) {
+ const Basis *v = (Basis *)p_v;
+ return v->get_orthogonal_index();
+}
+
+godot_vector3 godot_basis_get_scale(const godot_basis *p_v) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->get_scale();
+ return dest;
+}
+
+void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v) {
+ Basis *d = (Basis *)p_dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->inverse();
+}
+
+void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v) {
+ Basis *d = (Basis *)p_dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->orthonormalized();
+}
+
+void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
+ Basis *d = (Basis *)p_dest;
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *axis = (Vector3 *)&p_axis;
+ *d = v->rotated(*axis, p_phi);
+}
+
+void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale) {
+ Basis *d = (Basis *)p_dest;
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *scale = (Vector3 *)&p_scale;
+ *d = v->scaled(*scale);
+}
+
+godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with) {
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *with = (Vector3 *)&p_with;
+ return v->tdotx(*with);
+}
+
+godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with) {
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *with = (Vector3 *)&p_with;
+ return v->tdoty(*with);
+}
+
+godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with) {
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *with = (Vector3 *)&p_with;
+ return v->tdotz(*with);
+}
+
+void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v) {
+ Basis *d = (Basis *)p_dest;
+ const Basis *v = (Basis *)p_v;
+ *d = v->transposed();
+}
+
+godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *vect = (Vector3 *)&p_vect;
+ *d = v->xform(*vect);
+ return dest;
+}
+
+godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect) {
+ godot_vector3 dest;
+ Vector3 *d = (Vector3 *)&dest;
+ const Basis *v = (Basis *)p_v;
+ const Vector3 *vect = (Vector3 *)&p_vect;
+ *d = v->xform_inv(*vect);
+ return dest;
+}
+
+#ifdef __cplusplus
+}
+#endif