2380f320e0
Add missing Rect2 methods to GDNative API Add missing Quat methods to GDNative API Add missing NodePath methods to GDNative API Add missing String methods to GDNative API Add missing Array methods to GDNative API Add missing Basis methods to GDNative API Add missing Color methods to GDNative API Update gdnative_api.json
237 lines
8.0 KiB
C++
237 lines
8.0 KiB
C++
/*************************************************************************/
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/* quat.cpp */
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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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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "gdnative/quat.h"
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#include "core/math/quat.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_quat_new(godot_quat *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w) {
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Quat *dest = (Quat *)r_dest;
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*dest = Quat(p_x, p_y, p_z, p_w);
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}
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void GDAPI godot_quat_new_with_axis_angle(godot_quat *r_dest, const godot_vector3 *p_axis, const godot_real p_angle) {
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const Vector3 *axis = (const Vector3 *)p_axis;
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Quat *dest = (Quat *)r_dest;
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*dest = Quat(*axis, p_angle);
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}
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void GDAPI godot_quat_new_with_basis(godot_quat *r_dest, const godot_basis *p_basis) {
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const Basis *basis = (const Basis *)p_basis;
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Quat *dest = (Quat *)r_dest;
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*dest = Quat(*basis);
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}
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void GDAPI godot_quat_new_with_euler(godot_quat *r_dest, const godot_vector3 *p_euler) {
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const Vector3 *euler = (const Vector3 *)p_euler;
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Quat *dest = (Quat *)r_dest;
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*dest = Quat(*euler);
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}
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godot_real GDAPI godot_quat_get_x(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->x;
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}
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void GDAPI godot_quat_set_x(godot_quat *p_self, const godot_real val) {
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Quat *self = (Quat *)p_self;
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self->x = val;
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}
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godot_real GDAPI godot_quat_get_y(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->y;
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}
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void GDAPI godot_quat_set_y(godot_quat *p_self, const godot_real val) {
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Quat *self = (Quat *)p_self;
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self->y = val;
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}
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godot_real GDAPI godot_quat_get_z(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->z;
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}
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void GDAPI godot_quat_set_z(godot_quat *p_self, const godot_real val) {
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Quat *self = (Quat *)p_self;
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self->z = val;
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}
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godot_real GDAPI godot_quat_get_w(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->w;
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}
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void GDAPI godot_quat_set_w(godot_quat *p_self, const godot_real val) {
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Quat *self = (Quat *)p_self;
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self->w = val;
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}
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godot_string GDAPI godot_quat_as_string(const godot_quat *p_self) {
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godot_string ret;
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const Quat *self = (const Quat *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_real GDAPI godot_quat_length(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->length();
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}
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godot_real GDAPI godot_quat_length_squared(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->length_squared();
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}
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godot_quat GDAPI godot_quat_normalized(const godot_quat *p_self) {
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godot_quat dest;
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const Quat *self = (const Quat *)p_self;
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*((Quat *)&dest) = self->normalized();
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return dest;
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}
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godot_bool GDAPI godot_quat_is_normalized(const godot_quat *p_self) {
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const Quat *self = (const Quat *)p_self;
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return self->is_normalized();
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}
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godot_quat GDAPI godot_quat_inverse(const godot_quat *p_self) {
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godot_quat dest;
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const Quat *self = (const Quat *)p_self;
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*((Quat *)&dest) = self->inverse();
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return dest;
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}
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godot_real GDAPI godot_quat_dot(const godot_quat *p_self, const godot_quat *p_b) {
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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return self->dot(*b);
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}
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godot_vector3 GDAPI godot_quat_xform(const godot_quat *p_self, const godot_vector3 *p_v) {
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godot_vector3 dest;
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const Quat *self = (const Quat *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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*((Vector3 *)&dest) = self->xform(*v);
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return dest;
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}
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godot_quat GDAPI godot_quat_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t) {
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godot_quat dest;
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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*((Quat *)&dest) = self->slerp(*b, p_t);
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return dest;
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}
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godot_quat GDAPI godot_quat_slerpni(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t) {
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godot_quat dest;
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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*((Quat *)&dest) = self->slerpni(*b, p_t);
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return dest;
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}
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godot_quat GDAPI godot_quat_cubic_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_quat *p_pre_a, const godot_quat *p_post_b, const godot_real p_t) {
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godot_quat dest;
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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const Quat *pre_a = (const Quat *)p_pre_a;
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const Quat *post_b = (const Quat *)p_post_b;
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*((Quat *)&dest) = self->cubic_slerp(*b, *pre_a, *post_b, p_t);
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return dest;
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}
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godot_quat GDAPI godot_quat_operator_multiply(const godot_quat *p_self, const godot_real p_b) {
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godot_quat raw_dest;
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Quat *dest = (Quat *)&raw_dest;
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const Quat *self = (const Quat *)p_self;
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*dest = *self * p_b;
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return raw_dest;
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}
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godot_quat GDAPI godot_quat_operator_add(const godot_quat *p_self, const godot_quat *p_b) {
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godot_quat raw_dest;
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Quat *dest = (Quat *)&raw_dest;
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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*dest = *self + *b;
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return raw_dest;
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}
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godot_quat GDAPI godot_quat_operator_subtract(const godot_quat *p_self, const godot_quat *p_b) {
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godot_quat raw_dest;
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Quat *dest = (Quat *)&raw_dest;
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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*dest = *self - *b;
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return raw_dest;
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}
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godot_quat GDAPI godot_quat_operator_divide(const godot_quat *p_self, const godot_real p_b) {
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godot_quat raw_dest;
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Quat *dest = (Quat *)&raw_dest;
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const Quat *self = (const Quat *)p_self;
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*dest = *self / p_b;
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return raw_dest;
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}
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godot_bool GDAPI godot_quat_operator_equal(const godot_quat *p_self, const godot_quat *p_b) {
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const Quat *self = (const Quat *)p_self;
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const Quat *b = (const Quat *)p_b;
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return *self == *b;
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}
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godot_quat GDAPI godot_quat_operator_neg(const godot_quat *p_self) {
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godot_quat raw_dest;
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Quat *dest = (Quat *)&raw_dest;
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const Quat *self = (const Quat *)p_self;
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*dest = -(*self);
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return raw_dest;
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}
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void GDAPI godot_quat_set_axis_angle(godot_quat *p_self, const godot_vector3 *p_axis, const godot_real p_angle) {
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Quat *self = (Quat *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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self->set_axis_angle(*axis, p_angle);
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}
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#ifdef __cplusplus
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}
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#endif
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