/*************************************************************************/ /* godot_transform.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_transform.h" #include "core/variant.h" #include "core/math/transform.h" #ifdef __cplusplus extern "C" { #endif void _transform_api_anchor() {} void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin) { const Vector3 *x_axis = (const Vector3 *)p_x_axis; const Vector3 *y_axis = (const Vector3 *)p_y_axis; const Vector3 *z_axis = (const Vector3 *)p_z_axis; const Vector3 *origin = (const Vector3 *)p_origin; Transform *dest = (Transform *)r_dest; dest->basis.set_axis(0, *x_axis); dest->basis.set_axis(1, *y_axis); dest->basis.set_axis(2, *z_axis); dest->origin = *origin; } void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin) { const Basis *basis = (const Basis *)p_basis; const Vector3 *origin = (const Vector3 *)p_origin; Transform *dest = (Transform *)r_dest; *dest = Transform(*basis, *origin); } godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self) { godot_basis dest; const Transform *self = (const Transform *)p_self; *((Basis *)&dest) = self->basis; return dest; } void GDAPI godot_transform_set_basis(godot_transform *p_self, godot_basis *p_v) { Transform *self = (Transform *)p_self; const Basis *v = (const Basis *)p_v; self->basis = *v; } godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self) { godot_vector3 dest; const Transform *self = (const Transform *)p_self; *((Vector3 *)&dest) = self->origin; return dest; } void GDAPI godot_transform_set_origin(godot_transform *p_self, godot_vector3 *p_v) { Transform *self = (Transform *)p_self; const Vector3 *v = (const Vector3 *)p_v; self->origin = *v; } godot_string GDAPI godot_transform_as_string(const godot_transform *p_self) { godot_string ret; const Transform *self = (const Transform *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self) { godot_transform dest; const Transform *self = (const Transform *)p_self; *((Transform *)&dest) = self->inverse(); return dest; } godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self) { godot_transform dest; const Transform *self = (const Transform *)p_self; *((Transform *)&dest) = self->affine_inverse(); return dest; } godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self) { godot_transform dest; const Transform *self = (const Transform *)p_self; *((Transform *)&dest) = self->orthonormalized(); return dest; } godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi) { godot_transform dest; const Transform *self = (const Transform *)p_self; const Vector3 *axis = (const Vector3 *)p_axis; *((Transform *)&dest) = self->rotated(*axis, p_phi); return dest; } godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale) { godot_transform dest; const Transform *self = (const Transform *)p_self; const Vector3 *scale = (const Vector3 *)p_scale; *((Transform *)&dest) = self->scaled(*scale); return dest; } godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs) { godot_transform dest; const Transform *self = (const Transform *)p_self; const Vector3 *ofs = (const Vector3 *)p_ofs; *((Transform *)&dest) = self->translated(*ofs); return dest; } godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up) { godot_transform dest; const Transform *self = (const Transform *)p_self; const Vector3 *target = (const Vector3 *)p_target; const Vector3 *up = (const Vector3 *)p_up; *((Transform *)&dest) = self->looking_at(*target, *up); return dest; } godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v) { godot_plane raw_dest; Plane *dest = (Plane *)&raw_dest; const Transform *self = (const Transform *)p_self; const Plane *v = (const Plane *)p_v; *dest = self->xform(*v); return raw_dest; } godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v) { godot_plane raw_dest; Plane *dest = (Plane *)&raw_dest; const Transform *self = (const Transform *)p_self; const Plane *v = (const Plane *)p_v; *dest = self->xform_inv(*v); return raw_dest; } void GDAPI godot_transform_new_identity(godot_transform *r_dest) { Transform *dest = (Transform *)r_dest; *dest = Transform(); } godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b) { const Transform *self = (const Transform *)p_self; const Transform *b = (const Transform *)p_b; return *self == *b; } godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b) { godot_transform raw_dest; Transform *dest = (Transform *)&raw_dest; const Transform *self = (const Transform *)p_self; const Transform *b = (const Transform *)p_b; *dest = *self * *b; return raw_dest; } godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; const Transform *self = (const Transform *)p_self; const Vector3 *v = (const Vector3 *)p_v; *dest = self->xform(*v); return raw_dest; } godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v) { godot_vector3 raw_dest; Vector3 *dest = (Vector3 *)&raw_dest; const Transform *self = (const Transform *)p_self; const Vector3 *v = (const Vector3 *)p_v; *dest = self->xform_inv(*v); return raw_dest; } godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v) { godot_rect3 raw_dest; Rect3 *dest = (Rect3 *)&raw_dest; const Transform *self = (const Transform *)p_self; const Rect3 *v = (const Rect3 *)p_v; *dest = self->xform(*v); return raw_dest; } godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v) { godot_rect3 raw_dest; Rect3 *dest = (Rect3 *)&raw_dest; const Transform *self = (const Transform *)p_self; const Rect3 *v = (const Rect3 *)p_v; *dest = self->xform_inv(*v); return raw_dest; } #ifdef __cplusplus } #endif