Merge pull request #8439 from touilleMan/correct_gdnative_signatures

Correct gdnative signatures
This commit is contained in:
Thomas Herzog 2017-04-17 19:55:42 +02:00 committed by GitHub
commit a88c20f0ca
6 changed files with 611 additions and 413 deletions

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@ -38,48 +38,176 @@ extern "C" {
void _basis_api_anchor() {
}
void GDAPI godot_basis_new(godot_basis *p_basis) {
Basis *basis = (Basis *)p_basis;
*basis = Basis();
void GDAPI godot_basis_new(godot_basis *p_v) {
Basis *v = (Basis *)p_v;
*v = Basis();
}
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler) {
Basis *basis = (Basis *)p_basis;
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler) {
Basis *v = (Basis *)p_v;
Quat *euler = (Quat *)p_euler;
*basis = Basis(*euler);
*v = Basis(*euler);
}
void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler) {
Basis *basis = (Basis *)p_basis;
Vector3 *euler = (Vector3 *)p_euler;
*basis = Basis(*euler);
void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler) {
Basis *v = (Basis *)p_v;
Vector3 *euler = (Vector3 *)&p_euler;
*v = Basis(*euler);
}
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis) {
const Basis *basis = (const Basis *)p_basis;
void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
Basis *v = (Basis *)p_v;
const Vector3 *axis = (Vector3 *)&p_axis;
*v = Basis(*axis, p_phi);
}
void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2) {
Basis *v = (Basis *)p_v;
const Vector3 *row0 = (Vector3 *)&p_row0;
const Vector3 *row1 = (Vector3 *)&p_row1;
const Vector3 *row2 = (Vector3 *)&p_row2;
*v = Basis(*row0, *row1, *row2);
}
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v) {
const Basis *v = (const Basis *)p_v;
godot_quat quat;
Quat *p_quat = (Quat *)&quat;
*p_quat = basis->operator Quat();
*p_quat = v->operator Quat();
return quat;
}
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis) {
const Basis *basis = (const Basis *)p_basis;
godot_vector3 euler;
Vector3 *p_euler = (Vector3 *)&euler;
*p_euler = basis->get_euler();
return euler;
}
/*
* p_elements is a pointer to an array of 3 (!!) vector3
*/
void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements) {
Basis *basis = (Basis *)p_basis;
void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements) {
Basis *v = (Basis *)p_v;
Vector3 *elements = (Vector3 *)p_elements;
elements[0] = basis->elements[0];
elements[1] = basis->elements[1];
elements[2] = basis->elements[2];
elements[0] = v->elements[0];
elements[1] = v->elements[1];
elements[2] = v->elements[2];
}
godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
*d = v->get_axis(p_axis);
return dest;
}
void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value) {
Basis *v = (Basis *)p_v;
const Vector3 *value = (Vector3 *)&p_value;
v->set_axis(p_axis, *value);
}
godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
*d = v->get_row(p_row);
return dest;
}
void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value) {
Basis *v = (Basis *)p_v;
const Vector3 *value = (Vector3 *)&p_value;
v->set_row(p_row, *value);
}
godot_real godot_basis_determinant(const godot_basis *p_v) {
Basis *v = (Basis *)p_v;
return v->determinant();
}
godot_vector3 godot_basis_get_euler(const godot_basis *p_v) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
*d = v->get_euler();
return dest;
}
godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v) {
const Basis *v = (Basis *)p_v;
return v->get_orthogonal_index();
}
godot_vector3 godot_basis_get_scale(const godot_basis *p_v) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
*d = v->get_scale();
return dest;
}
void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v) {
Basis *d = (Basis *)p_dest;
const Basis *v = (Basis *)p_v;
*d = v->inverse();
}
void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v) {
Basis *d = (Basis *)p_dest;
const Basis *v = (Basis *)p_v;
*d = v->orthonormalized();
}
void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi) {
Basis *d = (Basis *)p_dest;
const Basis *v = (Basis *)p_v;
const Vector3 *axis = (Vector3 *)&p_axis;
*d = v->rotated(*axis, p_phi);
}
void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale) {
Basis *d = (Basis *)p_dest;
const Basis *v = (Basis *)p_v;
const Vector3 *scale = (Vector3 *)&p_scale;
*d = v->scaled(*scale);
}
godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with) {
const Basis *v = (Basis *)p_v;
const Vector3 *with = (Vector3 *)&p_with;
return v->tdotx(*with);
}
godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with) {
const Basis *v = (Basis *)p_v;
const Vector3 *with = (Vector3 *)&p_with;
return v->tdoty(*with);
}
godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with) {
const Basis *v = (Basis *)p_v;
const Vector3 *with = (Vector3 *)&p_with;
return v->tdotz(*with);
}
void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v) {
Basis *d = (Basis *)p_dest;
const Basis *v = (Basis *)p_v;
*d = v->transposed();
}
godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
const Vector3 *vect = (Vector3 *)&p_vect;
*d = v->xform(*vect);
return dest;
}
godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *v = (Basis *)p_v;
const Vector3 *vect = (Vector3 *)&p_vect;
*d = v->xform_inv(*vect);
return dest;
}
#ifdef __cplusplus

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@ -45,17 +45,37 @@ typedef struct godot_basis {
#include "../godot.h"
#include "godot_quat.h"
void GDAPI godot_basis_new(godot_basis *p_basis);
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler);
void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler);
void GDAPI godot_basis_new(godot_basis *p_v);
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_v, const godot_quat *p_euler);
void GDAPI godot_basis_new_with_euler(godot_basis *p_v, const godot_vector3 p_euler);
void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi);
void GDAPI godot_basis_new_with_rows(godot_basis *p_v, const godot_vector3 p_row0, const godot_vector3 p_row1, const godot_vector3 p_row2);
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis);
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis);
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_v);
/*
* p_elements is a pointer to an array of 3 (!!) vector3
*/
void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements);
void GDAPI godot_basis_get_elements(godot_basis *p_v, godot_vector3 *p_elements);
godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_v, const godot_int p_axis);
void GDAPI godot_basis_set_axis(godot_basis *p_v, const godot_int p_axis, const godot_vector3 p_value);
godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_v, const godot_int p_row);
void GDAPI godot_basis_set_row(godot_basis *p_v, const godot_int p_row, const godot_vector3 p_value);
godot_real godot_basis_determinant(const godot_basis *p_v);
godot_vector3 godot_basis_get_euler(const godot_basis *p_v);
godot_int godot_basis_get_orthogonal_index(const godot_basis *p_v);
godot_vector3 godot_basis_get_scale(const godot_basis *p_v);
void godot_basis_inverse(godot_basis *p_dest, const godot_basis *p_v);
void godot_basis_orthonormalized(godot_basis *p_dest, const godot_basis *p_v);
void godot_basis_rotated(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_axis, const godot_real p_phi);
void godot_basis_scaled(godot_basis *p_dest, const godot_basis *p_v, const godot_vector3 p_scale);
godot_real godot_basis_tdotx(const godot_basis *p_v, const godot_vector3 p_with);
godot_real godot_basis_tdoty(const godot_basis *p_v, const godot_vector3 p_with);
godot_real godot_basis_tdotz(const godot_basis *p_v, const godot_vector3 p_with);
void godot_basis_transposed(godot_basis *p_dest, const godot_basis *p_v);
godot_vector3 godot_basis_xform(const godot_basis *p_v, const godot_vector3 p_vect);
godot_vector3 godot_basis_xform_inv(const godot_basis *p_v, const godot_vector3 p_vect);
#ifdef __cplusplus
}

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@ -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

View File

@ -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
}

View File

@ -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

View File

@ -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
}