diff options
Diffstat (limited to 'modules/gdnative/godot/godot_vector3.cpp')
| -rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 363 | 
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  |