1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
|
/*************************************************************************/
/* 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_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
|