gdnative: modify vector2&vector3 functions signature to use value passing instead of ptr.
This commit is contained in:
parent
95fe6b5d8c
commit
707eedfa85
|
@ -37,11 +37,12 @@ extern "C" {
|
|||
|
||||
void _vector2_api_anchor() {}
|
||||
|
||||
void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
|
||||
godot_real p_y) {
|
||||
Vector2 *v = (Vector2 *)p_v;
|
||||
godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y) {
|
||||
godot_vector2 value;
|
||||
Vector2 *v = (Vector2 *)&value;
|
||||
v->x = p_x;
|
||||
v->y = p_y;
|
||||
return value;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
|
||||
|
@ -55,11 +56,11 @@ void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
|
|||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
|
||||
Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->x;
|
||||
}
|
||||
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
|
||||
Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->y;
|
||||
}
|
||||
|
||||
|
@ -67,224 +68,227 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
|
|||
Vector2 *v = (Vector2 *)p_v;
|
||||
v->normalize();
|
||||
}
|
||||
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src) {
|
||||
Vector2 *v = (Vector2 *)p_src;
|
||||
Vector2 *d = (Vector2 *)p_dest;
|
||||
|
||||
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v) {
|
||||
godot_vector2 dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
*d = v->normalized();
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
|
||||
Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->length();
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
|
||||
Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->length_squared();
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *a = (Vector2 *)p_a;
|
||||
Vector2 *b = (Vector2 *)p_b;
|
||||
return a->distance_to(*b);
|
||||
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
return v->distance_to(*b);
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *a = (Vector2 *)p_a;
|
||||
Vector2 *b = (Vector2 *)p_b;
|
||||
return a->distance_squared_to(*b);
|
||||
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
return v->distance_squared_to(*b);
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
*dest = *a + *b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
*d = *v + *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
*dest = *a - *b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
*d = *v - *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
*dest = *a * *b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
*d = *v * *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_real p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
*dest = *a * p_b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = *v * p_b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
*dest = *a / *b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
*d = *v / *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_a,
|
||||
const godot_real p_b) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
*dest = *a / p_b;
|
||||
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = *v / p_b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
return *a == *b;
|
||||
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
return *v == *b;
|
||||
}
|
||||
|
||||
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
|
||||
const godot_vector2 *p_b) {
|
||||
const Vector2 *a = (Vector2 *)p_a;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
return *a < *b;
|
||||
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
return *v < *b;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_abs(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->abs();
|
||||
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = v->abs();
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
return src->angle();
|
||||
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->angle();
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_to) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *to = (Vector2 *)p_to;
|
||||
return src->angle_to(*to);
|
||||
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *to = (Vector2 *)&p_to;
|
||||
return v->angle_to(*to);
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_to) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *to = (Vector2 *)p_to;
|
||||
return src->angle_to_point(*to);
|
||||
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *to = (Vector2 *)&p_to;
|
||||
return v->angle_to_point(*to);
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_clamped(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src,
|
||||
godot_real length) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->clamped(length);
|
||||
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, const godot_real length) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = v->clamped(length);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_cubic_interpolate(
|
||||
godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b,
|
||||
const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
const Vector2 *pre_a = (Vector2 *)p_pre_a;
|
||||
const Vector2 *post_b = (Vector2 *)p_post_b;
|
||||
*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
|
||||
godot_vector2 GDAPI godot_vector2_cubic_interpolate(
|
||||
const godot_vector2 *p_v, const godot_vector2 p_b, const godot_vector2 p_pre_a,
|
||||
const godot_vector2 p_post_b, godot_real t) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
const Vector2 *pre_a = (Vector2 *)&p_pre_a;
|
||||
const Vector2 *post_b = (Vector2 *)&p_post_b;
|
||||
*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_with) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *with = (Vector2 *)p_with;
|
||||
return src->dot(*with);
|
||||
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *with = (Vector2 *)&p_with;
|
||||
return v->dot(*with);
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_floor(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->floor();
|
||||
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = v->floor();
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
return src->aspect();
|
||||
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
return v->aspect();
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_b,
|
||||
godot_vector2 GDAPI godot_vector2_linear_interpolate(
|
||||
const godot_vector2 *p_v,
|
||||
const godot_vector2 p_b,
|
||||
godot_real t) {
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *b = (Vector2 *)p_b;
|
||||
*dest = src->linear_interpolate(*b, t);
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *b = (Vector2 *)&p_b;
|
||||
*d = v->linear_interpolate(*b, t);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_vec) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *vec = (Vector2 *)p_vec;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->reflect(*vec);
|
||||
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *vec = (Vector2 *)&p_vec;
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
*d = v->reflect(*vec);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_rotated(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src, godot_real phi) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->rotated(phi);
|
||||
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi) {
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
*d = v->rotated(phi);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_slide(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src,
|
||||
godot_vector2 *p_vec) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *vec = (Vector2 *)p_vec;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->slide(*vec);
|
||||
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *vec = (Vector2 *)&p_vec;
|
||||
*d = v->slide(*vec);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_snapped(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src,
|
||||
godot_vector2 *p_by) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
const Vector2 *by = (Vector2 *)p_by;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->snapped(*by);
|
||||
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
const Vector2 *by = (Vector2 *)&p_by;
|
||||
*d = v->snapped(*by);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_tangent(godot_vector2 *p_dest,
|
||||
const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
Vector2 *dest = (Vector2 *)p_dest;
|
||||
*dest = src->tangent();
|
||||
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v) {
|
||||
godot_vector2 dest;
|
||||
Vector2 *d = (Vector2 *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = v->tangent();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector2_to_string(godot_string *p_dest,
|
||||
const godot_vector2 *p_src) {
|
||||
const Vector2 *src = (Vector2 *)p_src;
|
||||
String *dest = (String *)p_dest;
|
||||
*dest = "(" + *src + ")";
|
||||
godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v) {
|
||||
godot_string dest;
|
||||
String *d = (String *)&dest;
|
||||
const Vector2 *v = (Vector2 *)p_v;
|
||||
*d = "(" + *v + ")";
|
||||
return dest;
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -45,7 +45,7 @@ typedef struct godot_vector2 {
|
|||
|
||||
#include "../godot.h"
|
||||
|
||||
void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y);
|
||||
godot_vector2 GDAPI godot_vector2_new(const godot_real p_x, const godot_real p_y);
|
||||
|
||||
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x);
|
||||
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y);
|
||||
|
@ -53,43 +53,43 @@ godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v);
|
|||
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v);
|
||||
|
||||
void GDAPI godot_vector2_normalize(godot_vector2 *p_v);
|
||||
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src);
|
||||
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_v);
|
||||
|
||||
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v);
|
||||
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v);
|
||||
|
||||
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
|
||||
void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src);
|
||||
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src);
|
||||
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to);
|
||||
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to);
|
||||
void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length);
|
||||
void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
|
||||
const godot_vector2 *p_post_b, godot_real t);
|
||||
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with);
|
||||
void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src);
|
||||
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
|
||||
void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
|
||||
const godot_vector2 *p_b, godot_real t);
|
||||
void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec);
|
||||
void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
|
||||
void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
|
||||
void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);
|
||||
void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src);
|
||||
void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src);
|
||||
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_v);
|
||||
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_v);
|
||||
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_v, const godot_vector2 p_to);
|
||||
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_v, const godot_vector2 p_to);
|
||||
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_v, godot_real length);
|
||||
godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_v,
|
||||
const godot_vector2 p_b, const godot_vector2 p_pre_a,
|
||||
const godot_vector2 p_post_b, godot_real t);
|
||||
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_v, const godot_vector2 p_with);
|
||||
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_v);
|
||||
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_v);
|
||||
godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_v,
|
||||
const godot_vector2 p_b, godot_real t);
|
||||
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_v, const godot_vector2 p_vec);
|
||||
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_v, godot_real phi);
|
||||
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_v, godot_vector2 p_vec);
|
||||
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_v, godot_vector2 p_by);
|
||||
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_v);
|
||||
godot_string GDAPI godot_vector2_to_string(const godot_vector2 *p_v);
|
||||
|
||||
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
|
||||
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_v, const godot_real p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_v, const godot_real p_b);
|
||||
|
||||
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b);
|
||||
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_v, const godot_vector2 p_b);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
|
@ -38,9 +38,11 @@ extern "C" {
|
|||
void _vector3_api_anchor() {
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z) {
|
||||
godot_vector3 value;
|
||||
Vector3 *v = (Vector3 *)&value;
|
||||
*v = Vector3(p_x, p_y, p_z);
|
||||
return value;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
|
||||
|
@ -78,217 +80,261 @@ void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
|
|||
v->normalize();
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *src = (Vector3 *)p_src;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->normalized();
|
||||
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->normalized();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->inverse();
|
||||
godot_vector3 godot_vector3_inverse(const godot_vector3 *p_v) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->inverse();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_zero(godot_vector3 *p_src) {
|
||||
Vector3 *src = (Vector3 *)p_src;
|
||||
src->zero();
|
||||
void godot_vector3_zero(godot_vector3 *p_v) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
v->zero();
|
||||
}
|
||||
|
||||
void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
|
||||
Vector3 *src = (Vector3 *)p_src;
|
||||
src->snap(val);
|
||||
void godot_vector3_snap(godot_vector3 *p_v, const godot_real val) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
v->snap(val);
|
||||
}
|
||||
|
||||
void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->snapped(val);
|
||||
godot_vector3 godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->snapped(val);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
|
||||
Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *axis = (Vector3 *)p_axis;
|
||||
src->rotate(*axis, phi);
|
||||
void godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *axis = (Vector3 *)&p_axis;
|
||||
v->rotate(*axis, phi);
|
||||
}
|
||||
|
||||
void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_axis, godot_real phi) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *axis = (Vector3 *)p_axis;
|
||||
*dest = src->rotated(*axis, phi);
|
||||
godot_vector3 godot_vector3_rotated(const godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *axis = (Vector3 *)&p_axis;
|
||||
*d = v->rotated(*axis, phi);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->linear_interpolate(*b, t);
|
||||
godot_vector3 godot_vector3_linear_interpolate(const godot_vector3 *p_v, const godot_vector3 p_b, const godot_real t) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = v->linear_interpolate(*b, t);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)p_post_b;
|
||||
*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
|
||||
godot_vector3 godot_vector3_cubic_interpolate(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_b, const godot_vector3 p_pre_a,
|
||||
const godot_vector3 p_post_b, const godot_real t) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)&p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)&p_post_b;
|
||||
*d = v->cubic_interpolate(*b, *pre_a, *post_b, t);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)p_post_b;
|
||||
*dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
|
||||
godot_vector3 godot_vector3_cubic_interpolaten(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_b, const godot_vector3 p_pre_a,
|
||||
const godot_vector3 p_post_b, const godot_real t) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
const Vector3 *pre_a = (Vector3 *)&p_pre_a;
|
||||
const Vector3 *post_b = (Vector3 *)&p_post_b;
|
||||
*d = v->cubic_interpolaten(*b, *pre_a, *post_b, t);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->cross(*b);
|
||||
godot_vector3 godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = v->cross(*b);
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
return src->dot(*b);
|
||||
godot_real godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
return v->dot(*b);
|
||||
}
|
||||
|
||||
void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
|
||||
Basis *dest = (Basis *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = src->outer(*b);
|
||||
godot_basis godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_basis dest;
|
||||
Basis *d = (Basis *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = v->outer(*b);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
|
||||
Basis *dest = (Basis *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->to_diagonal_matrix();
|
||||
godot_basis godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v) {
|
||||
godot_basis dest;
|
||||
Basis *d = (Basis *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->to_diagonal_matrix();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->abs();
|
||||
godot_vector3 godot_vector3_abs(const godot_vector3 *p_v) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->abs();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
*dest = src->floor();
|
||||
godot_vector3 godot_vector3_floor(const godot_vector3 *p_v) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->floor();
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->ceil();
|
||||
godot_vector3 godot_vector3_ceil(const godot_vector3 *p_v) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = v->ceil();
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
return a->distance_to(*b);
|
||||
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
return v->distance_to(*b);
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
return a->distance_squared_to(*b);
|
||||
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
return v->distance_squared_to(*b);
|
||||
}
|
||||
|
||||
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
return a->angle_to(*b);
|
||||
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
return v->angle_to(*b);
|
||||
}
|
||||
|
||||
void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->slide(*vec);
|
||||
godot_vector3 godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *vec = (Vector3 *)&p_vec;
|
||||
*d = v->slide(*vec);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->bounce(*vec);
|
||||
godot_vector3 godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *vec = (Vector3 *)&p_vec;
|
||||
*d = v->bounce(*vec);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
const Vector3 *vec = (Vector3 *)p_vec;
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
*dest = src->reflect(*vec);
|
||||
godot_vector3 godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
const Vector3 *vec = (Vector3 *)&p_vec;
|
||||
*d = v->reflect(*vec);
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = *a + *b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = *v + *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = *a - *b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = *v - *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = *a * *b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = *v * *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
*dest = *a * p_b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
*d = *v * p_b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
*dest = *a / *b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
*d = *v / *b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
|
||||
Vector3 *dest = (Vector3 *)p_dest;
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
*dest = *a / p_b;
|
||||
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b) {
|
||||
godot_vector3 dest;
|
||||
Vector3 *d = (Vector3 *)&dest;
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
*d = *v / p_b;
|
||||
return dest;
|
||||
}
|
||||
|
||||
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
return *a == *b;
|
||||
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
return *v == *b;
|
||||
}
|
||||
|
||||
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
|
||||
Vector3 *a = (Vector3 *)p_a;
|
||||
Vector3 *b = (Vector3 *)p_b;
|
||||
return *a < *b;
|
||||
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b) {
|
||||
Vector3 *v = (Vector3 *)p_v;
|
||||
Vector3 *b = (Vector3 *)&p_b;
|
||||
return *v < *b;
|
||||
}
|
||||
|
||||
void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
|
||||
const Vector3 *src = (Vector3 *)p_src;
|
||||
String *dest = (String *)p_dest;
|
||||
*dest = "(" + *src + ")";
|
||||
godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v) {
|
||||
godot_string dest;
|
||||
String *d = (String *)&dest;
|
||||
const Vector3 *v = (Vector3 *)p_v;
|
||||
*d = "(" + *v + ")";
|
||||
return dest;
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -49,7 +49,7 @@ typedef struct godot_vector3 {
|
|||
#include "../godot.h"
|
||||
#include "godot_basis.h"
|
||||
|
||||
void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z);
|
||||
godot_vector3 GDAPI godot_vector3_new(const godot_real p_x, const godot_real p_y, const godot_real p_z);
|
||||
|
||||
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val);
|
||||
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis);
|
||||
|
@ -61,50 +61,50 @@ godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v);
|
|||
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v);
|
||||
|
||||
void GDAPI godot_vector3_normalize(godot_vector3 *p_v);
|
||||
void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src);
|
||||
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_v);
|
||||
|
||||
void GDAPI godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src);
|
||||
void GDAPI godot_vector3_zero(godot_vector3 *p_src);
|
||||
void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val);
|
||||
void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val);
|
||||
void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi);
|
||||
void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_axis, godot_real phi);
|
||||
void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, godot_real t);
|
||||
void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
|
||||
const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
|
||||
const godot_vector3 *p_post_b, godot_real t);
|
||||
void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_to_diagonal_matrix(godot_basis *dest, const godot_vector3 *p_src);
|
||||
void GDAPI godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src);
|
||||
void GDAPI godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src);
|
||||
void GDAPI godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src);
|
||||
godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_v);
|
||||
void GDAPI godot_vector3_zero(godot_vector3 *p_v);
|
||||
void GDAPI godot_vector3_snap(godot_vector3 *p_v, const godot_real val);
|
||||
godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_v, const godot_real val);
|
||||
void GDAPI godot_vector3_rotate(godot_vector3 *p_v, const godot_vector3 p_axis, const godot_real phi);
|
||||
godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_axis, const godot_real phi);
|
||||
godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_b, const godot_real t);
|
||||
godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_b, const godot_vector3 p_pre_a,
|
||||
const godot_vector3 p_post_b, const godot_real t);
|
||||
godot_vector3 GDAPI godot_vector3_cubic_interpolaten(const godot_vector3 *p_v,
|
||||
const godot_vector3 p_b, const godot_vector3 p_pre_a,
|
||||
const godot_vector3 p_post_b, const godot_real t);
|
||||
godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_v);
|
||||
godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_v);
|
||||
godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_v);
|
||||
godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_v);
|
||||
|
||||
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
|
||||
void GDAPI godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
|
||||
void GDAPI godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
|
||||
void GDAPI godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
|
||||
godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_v, const godot_vector3 p_vec);
|
||||
godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_v, const godot_vector3 p_vec);
|
||||
godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_v, const godot_vector3 p_vec);
|
||||
|
||||
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
|
||||
void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_v, const godot_real p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_v, const godot_real p_b);
|
||||
|
||||
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b);
|
||||
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_v, const godot_vector3 p_b);
|
||||
|
||||
void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src);
|
||||
godot_string GDAPI godot_vector3_to_string(const godot_vector3 *p_v);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue