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-rw-r--r--modules/gdnative/godot/godot_vector3.cpp363
1 files changed, 162 insertions, 201 deletions
diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp
index 5f71b9f7e4..f9942af6e5 100644
--- a/modules/gdnative/godot/godot_vector3.cpp
+++ b/modules/gdnative/godot/godot_vector3.cpp
@@ -28,313 +28,274 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "godot_vector3.h"
+#include "core/variant.h"
-#include "math/vector3.h"
+#include "core/vector.h"
#ifdef __cplusplus
extern "C" {
#endif
-void _vector3_api_anchor() {
-}
+void _vector3_api_anchor() {}
-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_new(godot_vector3 *r_dest, 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) {
- Vector3 *v = (Vector3 *)p_v;
- v->set_axis(p_axis, p_val);
+ Vector3 *dest = (Vector3 *)r_dest;
+ *dest = Vector3(p_x, p_y, p_z);
}
-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_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) {
+ godot_string ret;
+ const Vector3 *self = (const Vector3 *)p_self;
+ memnew_placement(&ret, String(*self));
+ return ret;
}
-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_min_axis(const godot_vector3 *p_self) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->min_axis();
}
-godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
- Vector3 *v = (Vector3 *)p_v;
- return v->max_axis();
+godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->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(const godot_vector3 *p_self) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->length();
}
-godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
- Vector3 *v = (Vector3 *)p_v;
- return v->length_squared();
+godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->length_squared();
}
-void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
- Vector3 *v = (Vector3 *)p_v;
- v->normalize();
+godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->is_normalized();
}
-godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) {
+godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- Vector3 *v = (Vector3 *)p_v;
- *d = v->normalized();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Vector3 *)&dest) = self->normalized();
return dest;
}
-godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) {
+godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->inverse();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Vector3 *)&dest) = self->inverse();
return dest;
}
-void godot_vector3_zero(godot_vector3 *p_v) {
- Vector3 *v = (Vector3 *)p_v;
- v->zero();
-}
-
-void godot_vector3_snap(godot_vector3 *p_v, const godot_real val) {
- Vector3 *v = (Vector3 *)p_v;
- v->snap(val);
-}
-
-godot_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) {
+godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_real p_by) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->snapped(val);
- return dest;
-}
+ const Vector3 *self = (const Vector3 *)p_self;
-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);
+ *((Vector3 *)&dest) = self->snapped(p_by);
+ return dest;
}
-godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
+godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_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);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *axis = (const Vector3 *)p_axis;
+ *((Vector3 *)&dest) = self->rotated(*axis, p_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 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_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);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *((Vector3 *)&dest) = self->linear_interpolate(*b, p_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 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_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);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ const Vector3 *pre_a = (const Vector3 *)p_pre_a;
+ const Vector3 *post_b = (const Vector3 *)p_post_b;
+ *((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_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_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ return self->dot(*b);
}
-godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) {
+godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, 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);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *((Vector3 *)&dest) = self->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 GDAPI godot_vector3_outer(const godot_vector3 *p_self, 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);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *((Basis *)&dest) = self->outer(*b);
return dest;
}
-godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) {
+godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) {
godot_basis dest;
- Basis *d = (Basis *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->to_diagonal_matrix();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Basis *)&dest) = self->to_diagonal_matrix();
return dest;
}
-godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) {
+godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->abs();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Vector3 *)&dest) = self->abs();
return dest;
}
-godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) {
+godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->floor();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Vector3 *)&dest) = self->floor();
return dest;
}
-godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) {
+godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- *d = v->ceil();
+ const Vector3 *self = (const Vector3 *)p_self;
+ *((Vector3 *)&dest) = self->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_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ return self->distance_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_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ return self->distance_squared_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);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *to = (const Vector3 *)p_to;
+ return self->angle_to(*to);
}
-godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- const Vector3 *vec = (Vector3 *)&p_vec;
- *d = v->slide(*vec);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *n = (const Vector3 *)p_n;
+ *((Vector3 *)&dest) = self->slide(*n);
return dest;
}
-godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- const Vector3 *vec = (Vector3 *)&p_vec;
- *d = v->bounce(*vec);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *n = (const Vector3 *)p_n;
+ *((Vector3 *)&dest) = self->bounce(*n);
return dest;
}
-godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) {
+godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
- Vector3 *d = (Vector3 *)&dest;
- const Vector3 *v = (Vector3 *)p_v;
- const Vector3 *vec = (Vector3 *)&p_vec;
- *d = v->reflect(*vec);
+ const Vector3 *self = (const Vector3 *)p_self;
+ const Vector3 *n = (const Vector3 *)p_n;
+ *((Vector3 *)&dest) = self->reflect(*n);
return dest;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *dest = *self + *b;
+ return raw_dest;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_substract(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *dest = *self - *b;
+ return raw_dest;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *dest = *self * *b;
+ return raw_dest;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ *dest = *self * p_b;
+ return raw_dest;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ *dest = *self / *b;
+ return raw_dest;
}
-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_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ Vector3 *self = (Vector3 *)p_self;
+ *dest = *self / p_b;
+ return raw_dest;
}
-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_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ return *self == *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;
+godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) {
+ Vector3 *self = (Vector3 *)p_self;
+ const Vector3 *b = (const Vector3 *)p_b;
+ return *self < *b;
}
-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;
+godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) {
+ godot_vector3 raw_dest;
+ Vector3 *dest = (Vector3 *)&raw_dest;
+ const Vector3 *self = (const Vector3 *)p_self;
+ *dest = -(*self);
+ return raw_dest;
+}
+
+void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) {
+ Vector3 *self = (Vector3 *)p_self;
+ self->set_axis(p_axis, p_val);
+}
+
+godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) {
+ const Vector3 *self = (const Vector3 *)p_self;
+ return self->get_axis(p_axis);
}
#ifdef __cplusplus