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#include "godot_quat.h"
#include "math/quat.h"
#ifdef __cplusplus
extern "C" {
#endif
void _quat_api_anchor() {
}
void GDAPI godot_quat_new(godot_quat *p_quat) {
Quat *quat = (Quat *)p_quat;
*quat = Quat();
}
void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w) {
Quat *quat = (Quat *)p_quat;
*quat = Quat(x, y, z, w);
}
void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle) {
Quat *quat = (Quat *)p_quat;
const Vector3 *axis = (const Vector3 *)p_axis;
*quat = Quat(*axis, p_angle);
}
void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1) {
Quat *quat = (Quat *)p_quat;
const Vector3 *v0 = (const Vector3 *)p_v0;
const Vector3 *v1 = (const Vector3 *)p_v1;
*quat = Quat(*v0, *v1);
}
godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat) {
Quat *quat = (Quat *)p_quat;
Vector3 euler = quat->get_euler();
return *(godot_vector3 *)&euler;
}
void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler) {
Quat *quat = (Quat *)p_quat;
const Vector3 *euler = (const Vector3 *)p_euler;
quat->set_euler(*euler);
}
godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx) {
Quat *quat = (Quat *)p_quat;
switch (p_idx) {
case 0:
return &quat->x;
case 1:
return &quat->y;
case 2:
return &quat->z;
default:
return &quat->y;
}
}
godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx) {
const Quat *quat = (const Quat *)p_quat;
switch (p_idx) {
case 0:
return quat->x;
case 1:
return quat->y;
case 2:
return quat->z;
default:
return quat->y;
}
}
#ifdef __cplusplus
}
#endif
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