Vector3 initial pass.

This commit is contained in:
Relintai 2023-05-26 14:50:59 +02:00
parent 06ff8e110b
commit 9638352bf4
2 changed files with 67 additions and 69 deletions

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@ -30,8 +30,8 @@
#include "gdn/vector3.h"
#include "core/variant/variant.h"
#include "core/containers/vector.h"
#include "core/variant/variant.h"
#ifdef __cplusplus
extern "C" {
@ -39,23 +39,19 @@ extern "C" {
static_assert(sizeof(pandemonium_vector3) == sizeof(Vector3), "Vector3 size mismatch");
void GDAPI pandemonium_vector3_new(pandemonium_vector3 *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z) {
Vector3 *dest = (Vector3 *)r_dest;
*dest = Vector3(p_x, p_y, p_z);
void GDAPI pandemonium_vector3_set_axis(pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis, const pandemonium_real p_val) {
Vector3 *self = (Vector3 *)p_self;
self->set_axis(p_axis, p_val);
}
pandemonium_string GDAPI pandemonium_vector3_as_string(const pandemonium_vector3 *p_self) {
pandemonium_string ret;
pandemonium_real GDAPI pandemonium_vector3_get_axis(const pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis) {
const Vector3 *self = (const Vector3 *)p_self;
memnew_placement(&ret, String(*self));
return ret;
return self->get_axis(p_axis);
}
pandemonium_int GDAPI pandemonium_vector3_min_axis(const pandemonium_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->min_axis();
}
pandemonium_int GDAPI pandemonium_vector3_max_axis(const pandemonium_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->max_axis();
@ -65,24 +61,21 @@ pandemonium_real GDAPI pandemonium_vector3_length(const pandemonium_vector3 *p_s
const Vector3 *self = (const Vector3 *)p_self;
return self->length();
}
pandemonium_real GDAPI pandemonium_vector3_length_squared(const pandemonium_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->length_squared();
}
pandemonium_bool GDAPI pandemonium_vector3_is_normalized(const pandemonium_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->is_normalized();
}
pandemonium_vector3 GDAPI pandemonium_vector3_normalized(const pandemonium_vector3 *p_self) {
pandemonium_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->normalized();
return dest;
}
pandemonium_bool GDAPI pandemonium_vector3_is_normalized(const pandemonium_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->is_normalized();
}
pandemonium_vector3 GDAPI pandemonium_vector3_inverse(const pandemonium_vector3 *p_self) {
pandemonium_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
@ -133,12 +126,6 @@ pandemonium_vector3 GDAPI pandemonium_vector3_move_toward(const pandemonium_vect
return dest;
}
pandemonium_real GDAPI pandemonium_vector3_dot(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return self->dot(*b);
}
pandemonium_vector3 GDAPI pandemonium_vector3_cross(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
pandemonium_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
@ -146,6 +133,11 @@ pandemonium_vector3 GDAPI pandemonium_vector3_cross(const pandemonium_vector3 *p
*((Vector3 *)&dest) = self->cross(*b);
return dest;
}
pandemonium_real GDAPI pandemonium_vector3_dot(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return self->dot(*b);
}
pandemonium_basis GDAPI pandemonium_vector3_outer(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
pandemonium_basis dest;
@ -183,6 +175,12 @@ pandemonium_vector3 GDAPI pandemonium_vector3_ceil(const pandemonium_vector3 *p_
return dest;
}
pandemonium_real GDAPI pandemonium_vector3_angle_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *to = (const Vector3 *)p_to;
return self->angle_to(*to);
}
pandemonium_vector3 GDAPI pandemonium_vector3_direction_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
pandemonium_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
@ -203,12 +201,6 @@ pandemonium_real GDAPI pandemonium_vector3_distance_squared_to(const pandemonium
return self->distance_squared_to(*b);
}
pandemonium_real GDAPI pandemonium_vector3_angle_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *to = (const Vector3 *)p_to;
return self->angle_to(*to);
}
pandemonium_vector3 GDAPI pandemonium_vector3_slide(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n) {
pandemonium_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
@ -285,6 +277,14 @@ pandemonium_vector3 GDAPI pandemonium_vector3_operator_divide_scalar(const pande
return raw_dest;
}
pandemonium_vector3 GDAPI pandemonium_vector3_operator_neg(const pandemonium_vector3 *p_self) {
pandemonium_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Vector3 *self = (const Vector3 *)p_self;
*dest = -(*self);
return raw_dest;
}
pandemonium_bool GDAPI pandemonium_vector3_operator_equal(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
@ -297,22 +297,16 @@ pandemonium_bool GDAPI pandemonium_vector3_operator_less(const pandemonium_vecto
return *self < *b;
}
pandemonium_vector3 GDAPI pandemonium_vector3_operator_neg(const pandemonium_vector3 *p_self) {
pandemonium_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
pandemonium_string GDAPI pandemonium_vector3_as_string(const pandemonium_vector3 *p_self) {
pandemonium_string ret;
const Vector3 *self = (const Vector3 *)p_self;
*dest = -(*self);
return raw_dest;
memnew_placement(&ret, String(*self));
return ret;
}
void GDAPI pandemonium_vector3_set_axis(pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis, const pandemonium_real p_val) {
Vector3 *self = (Vector3 *)p_self;
self->set_axis(p_axis, p_val);
}
pandemonium_real GDAPI pandemonium_vector3_get_axis(const pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis) {
const Vector3 *self = (const Vector3 *)p_self;
return self->get_axis(p_axis);
void GDAPI pandemonium_vector3_new(pandemonium_vector3 *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z) {
Vector3 *dest = (Vector3 *)r_dest;
*dest = Vector3(p_x, p_y, p_z);
}
#ifdef __cplusplus

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@ -64,83 +64,87 @@ typedef enum {
PANDEMONIUM_VECTOR3_AXIS_Z,
} pandemonium_vector3_axis;
void GDAPI pandemonium_vector3_new(pandemonium_vector3 *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z);
void GDAPI pandemonium_vector3_set_axis(pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis, const pandemonium_real p_val);
pandemonium_real GDAPI pandemonium_vector3_get_axis(const pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis);
pandemonium_string GDAPI pandemonium_vector3_as_string(const pandemonium_vector3 *p_self);
//_FORCE_INLINE_ void set_all(real_t p_value)
pandemonium_int GDAPI pandemonium_vector3_min_axis(const pandemonium_vector3 *p_self);
pandemonium_int GDAPI pandemonium_vector3_max_axis(const pandemonium_vector3 *p_self);
pandemonium_real GDAPI pandemonium_vector3_length(const pandemonium_vector3 *p_self);
pandemonium_real GDAPI pandemonium_vector3_length_squared(const pandemonium_vector3 *p_self);
pandemonium_bool GDAPI pandemonium_vector3_is_normalized(const pandemonium_vector3 *p_self);
//_FORCE_INLINE_ void normalize();
pandemonium_vector3 GDAPI pandemonium_vector3_normalized(const pandemonium_vector3 *p_self);
pandemonium_bool GDAPI pandemonium_vector3_is_normalized(const pandemonium_vector3 *p_self);
pandemonium_vector3 GDAPI pandemonium_vector3_inverse(const pandemonium_vector3 *p_self);
//Vector3 limit_length(const real_t p_len = 1.0) const;
//_FORCE_INLINE_ void zero();
//void snap(Vector3 p_val);
pandemonium_vector3 GDAPI pandemonium_vector3_snapped(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_by);
//void rotate(const Vector3 &p_axis, real_t p_phi);
pandemonium_vector3 GDAPI pandemonium_vector3_rotated(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_axis, const pandemonium_real p_phi);
pandemonium_vector3 GDAPI pandemonium_vector3_linear_interpolate(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b, const pandemonium_real p_t);
//_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
pandemonium_vector3 GDAPI pandemonium_vector3_cubic_interpolate(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b, const pandemonium_vector3 *p_pre_a, const pandemonium_vector3 *p_post_b, const pandemonium_real p_t);
//_FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
pandemonium_vector3 GDAPI pandemonium_vector3_move_toward(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to, const pandemonium_real p_delta);
pandemonium_real GDAPI pandemonium_vector3_dot(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_cross(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_real GDAPI pandemonium_vector3_dot(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_basis GDAPI pandemonium_vector3_outer(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_basis GDAPI pandemonium_vector3_to_diagonal_matrix(const pandemonium_vector3 *p_self);
pandemonium_vector3 GDAPI pandemonium_vector3_abs(const pandemonium_vector3 *p_self);
pandemonium_vector3 GDAPI pandemonium_vector3_floor(const pandemonium_vector3 *p_self);
//_FORCE_INLINE_ Vector3 sign() const;
pandemonium_vector3 GDAPI pandemonium_vector3_ceil(const pandemonium_vector3 *p_self);
//_FORCE_INLINE_ Vector3 round() const;
pandemonium_vector3 GDAPI pandemonium_vector3_direction_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
//Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
pandemonium_real GDAPI pandemonium_vector3_distance_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_real GDAPI pandemonium_vector3_distance_squared_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
//_FORCE_INLINE_ Vector3 posmod(const real_t p_mod) const;
//_FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
//_FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
pandemonium_real GDAPI pandemonium_vector3_angle_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to);
//_FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
pandemonium_vector3 GDAPI pandemonium_vector3_direction_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_slide(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n);
pandemonium_vector3 GDAPI pandemonium_vector3_bounce(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n);
pandemonium_vector3 GDAPI pandemonium_vector3_reflect(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_add(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
//bool is_equal_approx(const Vector3 &p_v) const;
//inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const;
//inline bool is_equal_approxt(const Vector3 &p_v, real_t p_tolerance) const;
pandemonium_vector3 GDAPI pandemonium_vector3_operator_add(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_subtract(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_multiply_vector(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_multiply_scalar(const pandemonium_vector3 *p_self, const pandemonium_real p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_divide_vector(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_divide_scalar(const pandemonium_vector3 *p_self, const pandemonium_real p_b);
pandemonium_bool GDAPI pandemonium_vector3_operator_equal(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_bool GDAPI pandemonium_vector3_operator_less(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_vector3 GDAPI pandemonium_vector3_operator_neg(const pandemonium_vector3 *p_self);
void GDAPI pandemonium_vector3_set_axis(pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis, const pandemonium_real p_val);
pandemonium_bool GDAPI pandemonium_vector3_operator_equal(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_bool GDAPI pandemonium_vector3_operator_less(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b);
pandemonium_real GDAPI pandemonium_vector3_get_axis(const pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis);
pandemonium_string GDAPI pandemonium_vector3_as_string(const pandemonium_vector3 *p_self);
void GDAPI pandemonium_vector3_new(pandemonium_vector3 *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z);
#ifdef __cplusplus
}