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| author | Emmanuel Leblond | 2017-04-15 00:16:25 +0200 |
|---|---|---|
| committer | Emmanuel Leblond | 2017-04-15 00:29:43 +0200 |
| commit | e5f7f656d685e228ee711a32d3f051aefea3698d (patch) | |
| tree | 996033cab0f8d0400f3fada397f25bc20a17a583 /modules/gdnative/godot/godot_vector3.cpp | |
| parent | 065261ccebd44fb5f8ed9d816d6a165b8c762565 (diff) | |
| download | godot-e5f7f656d685e228ee711a32d3f051aefea3698d.tar.gz godot-e5f7f656d685e228ee711a32d3f051aefea3698d.tar.zst godot-e5f7f656d685e228ee711a32d3f051aefea3698d.zip | |
Implement missing functions in gdnative vector2 and vector3 bindings
Diffstat (limited to 'modules/gdnative/godot/godot_vector3.cpp')
| -rw-r--r-- | modules/gdnative/godot/godot_vector3.cpp | 166 |
1 files changed, 142 insertions, 24 deletions
diff --git a/modules/gdnative/godot/godot_vector3.cpp b/modules/gdnative/godot/godot_vector3.cpp index f08bfbcf0..599420dd0 100644 --- a/modules/gdnative/godot/godot_vector3.cpp +++ b/modules/gdnative/godot/godot_vector3.cpp @@ -84,26 +84,116 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 * *dest = src->normalized(); } -/* - * inverse - * zero - * snap - * snapped - * rotate - * rotated - * - * - * linear_interpolate - * cubic_interpolate - * cubic_interpolaten - * cross - * dot - * outer - * to_diagonal_matrix - * abs - * floor - * ceil - */ +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(); +} + +void godot_vector3_zero(godot_vector3 *p_src) { + Vector3 *src = (Vector3*)p_src; + src->zero(); +} + +void godot_vector3_snap(godot_vector3 *p_src, godot_real val) { + Vector3 *src = (Vector3*)p_src; + src->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); +} + +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_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); +} + + +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); +} + +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); +} + +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); +} + +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_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); +} + +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); +} + +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(); +} + +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(); +} + +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(); +} + +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_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { Vector3 *a = (Vector3 *)p_a; @@ -117,10 +207,32 @@ godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, con return a->distance_squared_to(*b); } -/* - * slide - * reflect - */ +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); +} + +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); +} + +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); +} + +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); +} 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; @@ -174,6 +286,12 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god return *a < *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 + ")"; +} + #ifdef __cplusplus } #endif |
