diff options
Diffstat (limited to 'modules/gdnative/godot/godot_vector3.cpp')
-rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 396 |
1 files changed, 221 insertions, 175 deletions
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 |