2017-10-02 21:24:00 +00:00
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/*************************************************************************/
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/* gd_mono_marshal.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2017-10-02 21:24:00 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2022-07-23 21:41:51 +00:00
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#ifndef GD_MONO_MARSHAL_H
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#define GD_MONO_MARSHAL_H
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2017-10-02 21:24:00 +00:00
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2020-11-07 22:33:38 +00:00
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#include "core/variant/variant.h"
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2019-03-05 20:39:50 +00:00
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2020-03-14 18:20:17 +00:00
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#include "../managed_callable.h"
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2017-10-02 21:24:00 +00:00
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#include "gd_mono.h"
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#include "gd_mono_utils.h"
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namespace GDMonoMarshal {
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2017-10-08 22:10:54 +00:00
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template <typename T>
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T unbox(MonoObject *p_obj) {
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return *(T *)mono_object_unbox(p_obj);
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}
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2017-10-02 21:24:00 +00:00
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2019-11-10 16:10:38 +00:00
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template <typename T>
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T *unbox_addr(MonoObject *p_obj) {
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return (T *)mono_object_unbox(p_obj);
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}
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2017-10-02 21:24:00 +00:00
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#define BOX_DOUBLE(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(double), &x)
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#define BOX_FLOAT(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(float), &x)
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#define BOX_INT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int64_t), &x)
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#define BOX_INT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int32_t), &x)
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#define BOX_INT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int16_t), &x)
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#define BOX_INT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int8_t), &x)
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#define BOX_UINT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint64_t), &x)
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#define BOX_UINT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint32_t), &x)
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#define BOX_UINT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint16_t), &x)
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#define BOX_UINT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint8_t), &x)
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#define BOX_BOOLEAN(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(bool), &x)
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#define BOX_PTR(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(IntPtr), x)
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2017-10-17 12:02:19 +00:00
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#define BOX_ENUM(m_enum_class, x) mono_value_box(mono_domain_get(), m_enum_class, &x)
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2017-10-02 21:24:00 +00:00
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2020-04-01 23:20:12 +00:00
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Variant::Type managed_to_variant_type(const ManagedType &p_type, bool *r_nil_is_variant = nullptr);
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2019-03-05 20:39:50 +00:00
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2019-05-18 02:14:21 +00:00
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bool try_get_array_element_type(const ManagedType &p_array_type, ManagedType &r_elem_type);
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2017-10-02 21:24:00 +00:00
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// String
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2017-12-24 02:32:40 +00:00
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_FORCE_INLINE_ String mono_string_to_godot_not_null(MonoString *p_mono_string) {
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2020-07-27 10:43:20 +00:00
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char32_t *utf32 = (char32_t *)mono_string_to_utf32(p_mono_string);
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String ret = String(utf32);
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mono_free(utf32);
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return ret;
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2017-10-02 21:24:00 +00:00
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}
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2017-12-24 02:32:40 +00:00
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_FORCE_INLINE_ String mono_string_to_godot(MonoString *p_mono_string) {
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2020-07-05 17:19:36 +00:00
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if (p_mono_string == nullptr) {
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2017-12-24 02:32:40 +00:00
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return String();
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2020-07-05 17:19:36 +00:00
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}
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2017-12-24 02:32:40 +00:00
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return mono_string_to_godot_not_null(p_mono_string);
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}
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2017-10-02 21:24:00 +00:00
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_FORCE_INLINE_ MonoString *mono_string_from_godot(const String &p_string) {
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2020-07-27 10:43:20 +00:00
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return mono_string_from_utf32((mono_unichar4 *)(p_string.get_data()));
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2017-10-02 21:24:00 +00:00
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}
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// Variant
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2020-12-04 23:19:15 +00:00
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size_t variant_get_managed_unboxed_size(const ManagedType &p_type);
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void *variant_to_managed_unboxed(const Variant &p_var, const ManagedType &p_type, void *r_buffer, unsigned int &r_offset);
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MonoObject *variant_to_mono_object(const Variant &p_var, const ManagedType &p_type);
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MonoObject *variant_to_mono_object(const Variant &p_var);
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MonoArray *variant_to_mono_array(const Variant &p_var, GDMonoClass *p_type_class);
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MonoObject *variant_to_mono_object_of_class(const Variant &p_var, GDMonoClass *p_type_class);
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MonoObject *variant_to_mono_object_of_genericinst(const Variant &p_var, GDMonoClass *p_type_class);
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MonoString *variant_to_mono_string(const Variant &p_var);
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// These overloads were added to avoid passing a `const Variant *` to the `const Variant &`
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// parameter. That would result in the `Variant(bool)` copy constructor being called as
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// pointers are implicitly converted to bool. Implicit conversions are f-ing evil.
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_FORCE_INLINE_ void *variant_to_managed_unboxed(const Variant *p_var, const ManagedType &p_type, void *r_buffer, unsigned int &r_offset) {
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return variant_to_managed_unboxed(*p_var, p_type, r_buffer, r_offset);
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2017-10-02 21:24:00 +00:00
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}
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2020-12-04 23:19:15 +00:00
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_FORCE_INLINE_ MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_type) {
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return variant_to_mono_object(*p_var, p_type);
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}
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_FORCE_INLINE_ MonoObject *variant_to_mono_object(const Variant *p_var) {
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return variant_to_mono_object(*p_var);
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}
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_FORCE_INLINE_ MonoArray *variant_to_mono_array(const Variant *p_var, GDMonoClass *p_type_class) {
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return variant_to_mono_array(*p_var, p_type_class);
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}
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_FORCE_INLINE_ MonoObject *variant_to_mono_object_of_class(const Variant *p_var, GDMonoClass *p_type_class) {
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return variant_to_mono_object_of_class(*p_var, p_type_class);
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}
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_FORCE_INLINE_ MonoObject *variant_to_mono_object_of_genericinst(const Variant *p_var, GDMonoClass *p_type_class) {
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return variant_to_mono_object_of_genericinst(*p_var, p_type_class);
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}
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_FORCE_INLINE_ MonoString *variant_to_mono_string(const Variant *p_var) {
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return variant_to_mono_string(*p_var);
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2018-09-26 22:11:31 +00:00
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}
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2017-10-02 21:24:00 +00:00
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Variant mono_object_to_variant(MonoObject *p_obj);
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2020-01-02 12:54:16 +00:00
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Variant mono_object_to_variant(MonoObject *p_obj, const ManagedType &p_type);
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Variant mono_object_to_variant_no_err(MonoObject *p_obj, const ManagedType &p_type);
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/// Tries to convert the MonoObject* to Variant and then convert the Variant to String.
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/// If the MonoObject* cannot be converted to Variant, then 'ToString()' is called instead.
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String mono_object_to_variant_string(MonoObject *p_obj, MonoException **r_exc);
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2017-10-02 21:24:00 +00:00
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2020-04-23 00:19:32 +00:00
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// System.Collections.Generic
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MonoObject *Dictionary_to_system_generic_dict(const Dictionary &p_dict, GDMonoClass *p_class, MonoReflectionType *p_key_reftype, MonoReflectionType *p_value_reftype);
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Dictionary system_generic_dict_to_Dictionary(MonoObject *p_obj, GDMonoClass *p_class, MonoReflectionType *p_key_reftype, MonoReflectionType *p_value_reftype);
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MonoObject *Array_to_system_generic_list(const Array &p_array, GDMonoClass *p_class, MonoReflectionType *p_elem_reftype);
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2021-01-08 03:26:24 +00:00
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Variant system_generic_list_to_Array_variant(MonoObject *p_obj, GDMonoClass *p_class, MonoReflectionType *p_elem_reftype);
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2020-04-23 00:19:32 +00:00
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2017-10-02 21:24:00 +00:00
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// Array
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MonoArray *Array_to_mono_array(const Array &p_array);
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2020-12-04 23:19:15 +00:00
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MonoArray *Array_to_mono_array(const Array &p_array, MonoClass *p_array_type_class);
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2017-10-02 21:24:00 +00:00
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Array mono_array_to_Array(MonoArray *p_array);
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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// PackedInt32Array
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2017-10-02 21:24:00 +00:00
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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MonoArray *PackedInt32Array_to_mono_array(const PackedInt32Array &p_array);
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PackedInt32Array mono_array_to_PackedInt32Array(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-03-14 18:20:17 +00:00
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// PackedInt64Array
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MonoArray *PackedInt64Array_to_mono_array(const PackedInt64Array &p_array);
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PackedInt64Array mono_array_to_PackedInt64Array(MonoArray *p_array);
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2020-02-17 21:06:54 +00:00
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// PackedByteArray
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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MonoArray *PackedByteArray_to_mono_array(const PackedByteArray &p_array);
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PackedByteArray mono_array_to_PackedByteArray(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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// PackedFloat32Array
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2017-10-02 21:24:00 +00:00
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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MonoArray *PackedFloat32Array_to_mono_array(const PackedFloat32Array &p_array);
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PackedFloat32Array mono_array_to_PackedFloat32Array(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-03-14 18:20:17 +00:00
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// PackedFloat64Array
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MonoArray *PackedFloat64Array_to_mono_array(const PackedFloat64Array &p_array);
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PackedFloat64Array mono_array_to_PackedFloat64Array(MonoArray *p_array);
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2020-02-17 21:06:54 +00:00
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// PackedStringArray
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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MonoArray *PackedStringArray_to_mono_array(const PackedStringArray &p_array);
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PackedStringArray mono_array_to_PackedStringArray(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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// PackedColorArray
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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MonoArray *PackedColorArray_to_mono_array(const PackedColorArray &p_array);
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PackedColorArray mono_array_to_PackedColorArray(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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// PackedVector2Array
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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MonoArray *PackedVector2Array_to_mono_array(const PackedVector2Array &p_array);
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PackedVector2Array mono_array_to_PackedVector2Array(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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// PackedVector3Array
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2017-10-02 21:24:00 +00:00
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2020-02-17 21:06:54 +00:00
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MonoArray *PackedVector3Array_to_mono_array(const PackedVector3Array &p_array);
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PackedVector3Array mono_array_to_PackedVector3Array(MonoArray *p_array);
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2017-10-02 21:24:00 +00:00
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2020-03-14 18:20:17 +00:00
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#pragma pack(push, 1)
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struct M_Callable {
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2022-04-04 13:06:57 +00:00
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MonoObject *target = nullptr;
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MonoObject *method_string_name = nullptr;
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MonoDelegate *delegate = nullptr;
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2020-03-14 18:20:17 +00:00
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};
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struct M_SignalInfo {
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2022-04-04 13:06:57 +00:00
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MonoObject *owner = nullptr;
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MonoObject *name_string_name = nullptr;
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2020-03-14 18:20:17 +00:00
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};
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#pragma pack(pop)
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// Callable
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|
Callable managed_to_callable(const M_Callable &p_managed_callable);
|
|
|
|
M_Callable callable_to_managed(const Callable &p_callable);
|
|
|
|
|
|
|
|
// SignalInfo
|
|
|
|
Signal managed_to_signal_info(const M_SignalInfo &p_managed_signal);
|
|
|
|
M_SignalInfo signal_info_to_managed(const Signal &p_signal);
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
// Structures
|
|
|
|
|
|
|
|
namespace InteropLayout {
|
|
|
|
|
|
|
|
enum {
|
2020-03-03 09:42:20 +00:00
|
|
|
MATCHES_int = (sizeof(int32_t) == sizeof(uint32_t)),
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_float = (sizeof(float) == sizeof(uint32_t)),
|
|
|
|
|
|
|
|
MATCHES_double = (sizeof(double) == sizeof(uint64_t)),
|
|
|
|
|
|
|
|
#ifdef REAL_T_IS_DOUBLE
|
|
|
|
MATCHES_real_t = (sizeof(real_t) == sizeof(uint64_t)),
|
2017-10-02 21:24:00 +00:00
|
|
|
#else
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_real_t = (sizeof(real_t) == sizeof(uint32_t)),
|
|
|
|
#endif
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Vector2 = (MATCHES_real_t && (sizeof(Vector2) == (sizeof(real_t) * 2)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Vector2, x) == (sizeof(real_t) * 0) &&
|
|
|
|
offsetof(Vector2, y) == (sizeof(real_t) * 1)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
MATCHES_Vector2i = (MATCHES_int && (sizeof(Vector2i) == (sizeof(int32_t) * 2)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Vector2i, x) == (sizeof(int32_t) * 0) &&
|
|
|
|
offsetof(Vector2i, y) == (sizeof(int32_t) * 1)),
|
2020-03-03 09:42:20 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Rect2 = (MATCHES_Vector2 && (sizeof(Rect2) == (sizeof(Vector2) * 2)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Rect2, position) == (sizeof(Vector2) * 0) &&
|
|
|
|
offsetof(Rect2, size) == (sizeof(Vector2) * 1)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
MATCHES_Rect2i = (MATCHES_Vector2i && (sizeof(Rect2i) == (sizeof(Vector2i) * 2)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Rect2i, position) == (sizeof(Vector2i) * 0) &&
|
|
|
|
offsetof(Rect2i, size) == (sizeof(Vector2i) * 1)),
|
2020-03-03 09:42:20 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Transform2D = (MATCHES_Vector2 && (sizeof(Transform2D) == (sizeof(Vector2) * 3))), // No field offset required, it stores an array
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Vector3 = (MATCHES_real_t && (sizeof(Vector3) == (sizeof(real_t) * 3)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Vector3, x) == (sizeof(real_t) * 0) &&
|
|
|
|
offsetof(Vector3, y) == (sizeof(real_t) * 1) &&
|
|
|
|
offsetof(Vector3, z) == (sizeof(real_t) * 2)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
MATCHES_Vector4 = (MATCHES_real_t && (sizeof(Vector4) == (sizeof(real_t) * 4)) &&
|
|
|
|
offsetof(Vector4, x) == (sizeof(real_t) * 0) &&
|
|
|
|
offsetof(Vector4, y) == (sizeof(real_t) * 1) &&
|
|
|
|
offsetof(Vector4, z) == (sizeof(real_t) * 2) &&
|
|
|
|
offsetof(Vector4, w) == (sizeof(real_t) * 3)),
|
|
|
|
|
2022-07-26 14:19:05 +00:00
|
|
|
MATCHES_Vector4i = (MATCHES_int && (sizeof(Vector4i) == (sizeof(int32_t) * 4)) &&
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
offsetof(Vector4i, x) == (sizeof(int32_t) * 0) &&
|
|
|
|
offsetof(Vector4i, y) == (sizeof(int32_t) * 1) &&
|
|
|
|
offsetof(Vector4i, z) == (sizeof(int32_t) * 2) &&
|
|
|
|
offsetof(Vector4i, w) == (sizeof(int32_t) * 3)),
|
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
MATCHES_Vector3i = (MATCHES_int && (sizeof(Vector3i) == (sizeof(int32_t) * 3)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Vector3i, x) == (sizeof(int32_t) * 0) &&
|
|
|
|
offsetof(Vector3i, y) == (sizeof(int32_t) * 1) &&
|
|
|
|
offsetof(Vector3i, z) == (sizeof(int32_t) * 2)),
|
2020-03-03 09:42:20 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Basis = (MATCHES_Vector3 && (sizeof(Basis) == (sizeof(Vector3) * 3))), // No field offset required, it stores an array
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
MATCHES_Quaternion = (MATCHES_real_t && (sizeof(Quaternion) == (sizeof(real_t) * 4)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Quaternion, x) == (sizeof(real_t) * 0) &&
|
|
|
|
offsetof(Quaternion, y) == (sizeof(real_t) * 1) &&
|
|
|
|
offsetof(Quaternion, z) == (sizeof(real_t) * 2) &&
|
|
|
|
offsetof(Quaternion, w) == (sizeof(real_t) * 3)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
MATCHES_Transform3D = (MATCHES_Basis && MATCHES_Vector3 && (sizeof(Transform3D) == (sizeof(Basis) + sizeof(Vector3))) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Transform3D, basis) == 0 &&
|
|
|
|
offsetof(Transform3D, origin) == sizeof(Basis)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
MATCHES_Projection = (MATCHES_Vector4 && (sizeof(Projection) == (sizeof(Vector4) * 4))),
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_AABB = (MATCHES_Vector3 && (sizeof(AABB) == (sizeof(Vector3) * 2)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(AABB, position) == (sizeof(Vector3) * 0) &&
|
|
|
|
offsetof(AABB, size) == (sizeof(Vector3) * 1)),
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
MATCHES_Color = (MATCHES_float && (sizeof(Color) == (sizeof(float) * 4)) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Color, r) == (sizeof(float) * 0) &&
|
|
|
|
offsetof(Color, g) == (sizeof(float) * 1) &&
|
|
|
|
offsetof(Color, b) == (sizeof(float) * 2) &&
|
|
|
|
offsetof(Color, a) == (sizeof(float) * 3)),
|
2018-10-17 19:37:57 +00:00
|
|
|
|
|
|
|
MATCHES_Plane = (MATCHES_Vector3 && MATCHES_real_t && (sizeof(Plane) == (sizeof(Vector3) + sizeof(real_t))) &&
|
2021-10-28 13:19:35 +00:00
|
|
|
offsetof(Plane, normal) == 0 &&
|
|
|
|
offsetof(Plane, d) == sizeof(Vector3))
|
2018-10-17 19:37:57 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// In the future we may force this if we want to ref return these structs
|
|
|
|
#ifdef GD_MONO_FORCE_INTEROP_STRUCT_COPY
|
2019-01-28 23:02:35 +00:00
|
|
|
/* clang-format off */
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
static_assert(MATCHES_Vector2 && MATCHES_Rect2 && MATCHES_Transform2D && MATCHES_Vector3 && MATCHES_Vector4 &&
|
|
|
|
MATCHES_Basis && MATCHES_Quaternion && MATCHES_Transform3D && MATCHES_Projection && MATCHES_AABB && MATCHES_Color &&
|
|
|
|
MATCHES_Plane && MATCHES_Vector2i && MATCHES_Rect2i && MATCHES_Vector3i && MATCHES_Vector4i);
|
2019-01-28 23:02:35 +00:00
|
|
|
/* clang-format on */
|
2018-10-17 19:37:57 +00:00
|
|
|
#endif
|
|
|
|
} // namespace InteropLayout
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
#pragma pack(push, 1)
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_Vector2 {
|
|
|
|
real_t x, y;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector2 convert_to(const M_Vector2 &p_from) {
|
|
|
|
return Vector2(p_from.x, p_from.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Vector2 convert_from(const Vector2 &p_from) {
|
|
|
|
M_Vector2 ret = { p_from.x, p_from.y };
|
|
|
|
return ret;
|
|
|
|
}
|
2017-10-02 21:24:00 +00:00
|
|
|
};
|
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
struct M_Vector2i {
|
|
|
|
int32_t x, y;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector2i convert_to(const M_Vector2i &p_from) {
|
|
|
|
return Vector2i(p_from.x, p_from.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Vector2i convert_from(const Vector2i &p_from) {
|
|
|
|
M_Vector2i ret = { p_from.x, p_from.y };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_Rect2 {
|
|
|
|
M_Vector2 position;
|
|
|
|
M_Vector2 size;
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
static _FORCE_INLINE_ Rect2 convert_to(const M_Rect2 &p_from) {
|
|
|
|
return Rect2(M_Vector2::convert_to(p_from.position),
|
|
|
|
M_Vector2::convert_to(p_from.size));
|
|
|
|
}
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
static _FORCE_INLINE_ M_Rect2 convert_from(const Rect2 &p_from) {
|
|
|
|
M_Rect2 ret = { M_Vector2::convert_from(p_from.position), M_Vector2::convert_from(p_from.size) };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
struct M_Rect2i {
|
|
|
|
M_Vector2i position;
|
|
|
|
M_Vector2i size;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Rect2i convert_to(const M_Rect2i &p_from) {
|
|
|
|
return Rect2i(M_Vector2i::convert_to(p_from.position),
|
|
|
|
M_Vector2i::convert_to(p_from.size));
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Rect2i convert_from(const Rect2i &p_from) {
|
|
|
|
M_Rect2i ret = { M_Vector2i::convert_from(p_from.position), M_Vector2i::convert_from(p_from.size) };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_Transform2D {
|
|
|
|
M_Vector2 elements[3];
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Transform2D convert_to(const M_Transform2D &p_from) {
|
|
|
|
return Transform2D(p_from.elements[0].x, p_from.elements[0].y,
|
|
|
|
p_from.elements[1].x, p_from.elements[1].y,
|
|
|
|
p_from.elements[2].x, p_from.elements[2].y);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Transform2D convert_from(const Transform2D &p_from) {
|
|
|
|
M_Transform2D ret = {
|
2022-04-24 21:59:24 +00:00
|
|
|
M_Vector2::convert_from(p_from.columns[0]),
|
|
|
|
M_Vector2::convert_from(p_from.columns[1]),
|
|
|
|
M_Vector2::convert_from(p_from.columns[2])
|
2018-10-17 19:37:57 +00:00
|
|
|
};
|
|
|
|
return ret;
|
|
|
|
}
|
2017-10-02 21:24:00 +00:00
|
|
|
};
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_Vector3 {
|
|
|
|
real_t x, y, z;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector3 convert_to(const M_Vector3 &p_from) {
|
|
|
|
return Vector3(p_from.x, p_from.y, p_from.z);
|
|
|
|
}
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
static _FORCE_INLINE_ M_Vector3 convert_from(const Vector3 &p_from) {
|
|
|
|
M_Vector3 ret = { p_from.x, p_from.y, p_from.z };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-03-03 09:42:20 +00:00
|
|
|
struct M_Vector3i {
|
|
|
|
int32_t x, y, z;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector3i convert_to(const M_Vector3i &p_from) {
|
|
|
|
return Vector3i(p_from.x, p_from.y, p_from.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Vector3i convert_from(const Vector3i &p_from) {
|
|
|
|
M_Vector3i ret = { p_from.x, p_from.y, p_from.z };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
struct M_Vector4 {
|
|
|
|
real_t x, y, z, w;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector4 convert_to(const M_Vector4 &p_from) {
|
|
|
|
return Vector4(p_from.x, p_from.y, p_from.z, p_from.w);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Vector4 convert_from(const Vector4 &p_from) {
|
|
|
|
M_Vector4 ret = { p_from.x, p_from.y, p_from.z, p_from.w };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct M_Vector4i {
|
|
|
|
int32_t x, y, z, w;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Vector4i convert_to(const M_Vector4i &p_from) {
|
|
|
|
return Vector4i(p_from.x, p_from.y, p_from.z, p_from.w);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Vector4i convert_from(const Vector4i &p_from) {
|
|
|
|
M_Vector4i ret = { p_from.x, p_from.y, p_from.z, p_from.w };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_Basis {
|
|
|
|
M_Vector3 elements[3];
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Basis convert_to(const M_Basis &p_from) {
|
|
|
|
return Basis(M_Vector3::convert_to(p_from.elements[0]),
|
|
|
|
M_Vector3::convert_to(p_from.elements[1]),
|
|
|
|
M_Vector3::convert_to(p_from.elements[2]));
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Basis convert_from(const Basis &p_from) {
|
|
|
|
M_Basis ret = {
|
2022-04-24 22:07:35 +00:00
|
|
|
M_Vector3::convert_from(p_from.rows[0]),
|
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|
|
M_Vector3::convert_from(p_from.rows[1]),
|
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|
|
M_Vector3::convert_from(p_from.rows[2])
|
2018-10-17 19:37:57 +00:00
|
|
|
};
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
struct M_Quaternion {
|
2018-10-17 19:37:57 +00:00
|
|
|
real_t x, y, z, w;
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
static _FORCE_INLINE_ Quaternion convert_to(const M_Quaternion &p_from) {
|
|
|
|
return Quaternion(p_from.x, p_from.y, p_from.z, p_from.w);
|
2018-10-17 19:37:57 +00:00
|
|
|
}
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2021-01-20 07:02:02 +00:00
|
|
|
static _FORCE_INLINE_ M_Quaternion convert_from(const Quaternion &p_from) {
|
|
|
|
M_Quaternion ret = { p_from.x, p_from.y, p_from.z, p_from.w };
|
2018-10-17 19:37:57 +00:00
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
struct M_Transform3D {
|
2018-10-17 19:37:57 +00:00
|
|
|
M_Basis basis;
|
|
|
|
M_Vector3 origin;
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
static _FORCE_INLINE_ Transform3D convert_to(const M_Transform3D &p_from) {
|
|
|
|
return Transform3D(M_Basis::convert_to(p_from.basis), M_Vector3::convert_to(p_from.origin));
|
2018-10-17 19:37:57 +00:00
|
|
|
}
|
|
|
|
|
2020-10-17 05:08:21 +00:00
|
|
|
static _FORCE_INLINE_ M_Transform3D convert_from(const Transform3D &p_from) {
|
|
|
|
M_Transform3D ret = { M_Basis::convert_from(p_from.basis), M_Vector3::convert_from(p_from.origin) };
|
2018-10-17 19:37:57 +00:00
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
struct M_Projection {
|
|
|
|
M_Vector4 vec1;
|
|
|
|
M_Vector4 vec2;
|
|
|
|
M_Vector4 vec3;
|
|
|
|
M_Vector4 vec4;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Projection convert_to(const M_Projection &p_from) {
|
|
|
|
return Projection(M_Vector4::convert_to(p_from.vec1), M_Vector4::convert_to(p_from.vec2), M_Vector4::convert_to(p_from.vec3), M_Vector4::convert_to(p_from.vec4));
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Projection convert_from(const Projection &p_from) {
|
|
|
|
M_Projection ret = { M_Vector4::convert_from(p_from.matrix[0]), M_Vector4::convert_from(p_from.matrix[1]), M_Vector4::convert_from(p_from.matrix[2]), M_Vector4::convert_from(p_from.matrix[3]) };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2018-10-17 19:37:57 +00:00
|
|
|
struct M_AABB {
|
|
|
|
M_Vector3 position;
|
|
|
|
M_Vector3 size;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ AABB convert_to(const M_AABB &p_from) {
|
|
|
|
return AABB(M_Vector3::convert_to(p_from.position), M_Vector3::convert_to(p_from.size));
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_AABB convert_from(const AABB &p_from) {
|
|
|
|
M_AABB ret = { M_Vector3::convert_from(p_from.position), M_Vector3::convert_from(p_from.size) };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct M_Color {
|
|
|
|
float r, g, b, a;
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ Color convert_to(const M_Color &p_from) {
|
|
|
|
return Color(p_from.r, p_from.g, p_from.b, p_from.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Color convert_from(const Color &p_from) {
|
|
|
|
M_Color ret = { p_from.r, p_from.g, p_from.b, p_from.a };
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct M_Plane {
|
|
|
|
M_Vector3 normal;
|
2020-05-10 14:47:11 +00:00
|
|
|
real_t d;
|
2018-10-17 19:37:57 +00:00
|
|
|
|
|
|
|
static _FORCE_INLINE_ Plane convert_to(const M_Plane &p_from) {
|
2020-05-10 14:47:11 +00:00
|
|
|
return Plane(M_Vector3::convert_to(p_from.normal), p_from.d);
|
2018-10-17 19:37:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static _FORCE_INLINE_ M_Plane convert_from(const Plane &p_from) {
|
2020-05-10 14:47:11 +00:00
|
|
|
M_Plane ret = { M_Vector3::convert_from(p_from.normal), p_from.d };
|
2018-10-17 19:37:57 +00:00
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
#pragma pack(pop)
|
|
|
|
|
|
|
|
#define DECL_TYPE_MARSHAL_TEMPLATES(m_type) \
|
|
|
|
template <int> \
|
|
|
|
_FORCE_INLINE_ m_type marshalled_in_##m_type##_impl(const M_##m_type *p_from); \
|
|
|
|
\
|
|
|
|
template <> \
|
|
|
|
_FORCE_INLINE_ m_type marshalled_in_##m_type##_impl<0>(const M_##m_type *p_from) { \
|
|
|
|
return M_##m_type::convert_to(*p_from); \
|
|
|
|
} \
|
|
|
|
\
|
|
|
|
template <> \
|
|
|
|
_FORCE_INLINE_ m_type marshalled_in_##m_type##_impl<1>(const M_##m_type *p_from) { \
|
|
|
|
return *reinterpret_cast<const m_type *>(p_from); \
|
|
|
|
} \
|
|
|
|
\
|
|
|
|
_FORCE_INLINE_ m_type marshalled_in_##m_type(const M_##m_type *p_from) { \
|
|
|
|
return marshalled_in_##m_type##_impl<InteropLayout::MATCHES_##m_type>(p_from); \
|
|
|
|
} \
|
|
|
|
\
|
|
|
|
template <int> \
|
|
|
|
_FORCE_INLINE_ M_##m_type marshalled_out_##m_type##_impl(const m_type &p_from); \
|
|
|
|
\
|
|
|
|
template <> \
|
|
|
|
_FORCE_INLINE_ M_##m_type marshalled_out_##m_type##_impl<0>(const m_type &p_from) { \
|
|
|
|
return M_##m_type::convert_from(p_from); \
|
|
|
|
} \
|
|
|
|
\
|
|
|
|
template <> \
|
|
|
|
_FORCE_INLINE_ M_##m_type marshalled_out_##m_type##_impl<1>(const m_type &p_from) { \
|
|
|
|
return *reinterpret_cast<const M_##m_type *>(&p_from); \
|
|
|
|
} \
|
|
|
|
\
|
|
|
|
_FORCE_INLINE_ M_##m_type marshalled_out_##m_type(const m_type &p_from) { \
|
|
|
|
return marshalled_out_##m_type##_impl<InteropLayout::MATCHES_##m_type>(p_from); \
|
|
|
|
}
|
|
|
|
|
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector2)
|
2020-03-03 09:42:20 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector2i)
|
2018-10-17 19:37:57 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Rect2)
|
2020-03-03 09:42:20 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Rect2i)
|
2018-10-17 19:37:57 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Transform2D)
|
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector3)
|
2020-03-03 09:42:20 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector3i)
|
2018-10-17 19:37:57 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Basis)
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector4)
|
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Vector4i)
|
2021-01-20 07:02:02 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Quaternion)
|
2020-10-17 05:08:21 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Transform3D)
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Projection)
|
2018-10-17 19:37:57 +00:00
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(AABB)
|
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Color)
|
|
|
|
DECL_TYPE_MARSHAL_TEMPLATES(Plane)
|
|
|
|
|
|
|
|
#define MARSHALLED_IN(m_type, m_from_ptr) (GDMonoMarshal::marshalled_in_##m_type(m_from_ptr))
|
|
|
|
#define MARSHALLED_OUT(m_type, m_from) (GDMonoMarshal::marshalled_out_##m_type(m_from))
|
2017-11-17 02:09:00 +00:00
|
|
|
} // namespace GDMonoMarshal
|
2017-10-02 21:24:00 +00:00
|
|
|
|
2022-07-23 21:41:51 +00:00
|
|
|
#endif // GD_MONO_MARSHAL_H
|