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/*************************************************************************/
/*  transform.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://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.                */
/*************************************************************************/
#ifndef GODOT_TRANSFORM_H
#define GODOT_TRANSFORM_H

#ifdef __cplusplus
extern "C" {
#endif

#include <stdint.h>

#define GODOT_TRANSFORM_SIZE 48

#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
typedef struct {
	uint8_t _dont_touch_that[GODOT_TRANSFORM_SIZE];
} godot_transform;
#endif

#include <godot/basis.h>
#include <godot/gdnative.h>
#include <godot/variant.h>
#include <godot/vector3.h>

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);
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin);

godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self);
void GDAPI godot_transform_set_basis(godot_transform *p_self, godot_basis *p_v);

godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self);
void GDAPI godot_transform_set_origin(godot_transform *p_self, godot_vector3 *p_v);

godot_string GDAPI godot_transform_as_string(const godot_transform *p_self);

godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self);

godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self);

godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self);

godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi);

godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale);

godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs);

godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up);

godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v);

godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v);

void GDAPI godot_transform_new_identity(godot_transform *r_dest);

godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b);

godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b);

godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v);

godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v);

godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v);

godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v);

#ifdef __cplusplus
}
#endif

#endif // GODOT_TRANSFORM_H