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Diffstat (limited to 'modules/gdnative/godot/godot_vector3.cpp')
-rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp new file mode 100644 index 0000000000..f08bfbcf06 --- /dev/null +++ b/modules/gdnative/godot/godot_vector3.cpp @@ -0,0 +1,179 @@ +/*************************************************************************/ +/* godot_vector3.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_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 |