mirror of
https://github.com/Relintai/gdnative.git
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119 lines
5.7 KiB
C
119 lines
5.7 KiB
C
/**************************************************************************/
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/* quaternion.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef GDNATIVE_QUATERNION_H
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#define GDNATIVE_QUATERNION_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_QUATERNION_SIZE 16
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#ifndef GODOT_CORE_API_GODOT_QUATERNION_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_QUATERNION_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_QUATERNION_SIZE];
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} godot_quaternion;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdn/gdnative.h>
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#include <gdn/vector3.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_quaternion_new(godot_quaternion *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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void GDAPI godot_quaternion_new_with_axis_angle(godot_quaternion *r_dest, const godot_vector3 *p_axis, const godot_real p_angle);
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void GDAPI godot_quaternion_new_with_basis(godot_quaternion *r_dest, const godot_basis *p_basis);
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void GDAPI godot_quaternion_new_with_euler(godot_quaternion *r_dest, const godot_vector3 *p_euler);
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godot_real GDAPI godot_quaternion_get_x(const godot_quaternion *p_self);
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void GDAPI godot_quaternion_set_x(godot_quaternion *p_self, const godot_real val);
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godot_real GDAPI godot_quaternion_get_y(const godot_quaternion *p_self);
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void GDAPI godot_quaternion_set_y(godot_quaternion *p_self, const godot_real val);
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godot_real GDAPI godot_quaternion_get_z(const godot_quaternion *p_self);
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void GDAPI godot_quaternion_set_z(godot_quaternion *p_self, const godot_real val);
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godot_real GDAPI godot_quaternion_get_w(const godot_quaternion *p_self);
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void GDAPI godot_quaternion_set_w(godot_quaternion *p_self, const godot_real val);
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godot_string GDAPI godot_quaternion_as_string(const godot_quaternion *p_self);
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godot_real GDAPI godot_quaternion_length(const godot_quaternion *p_self);
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godot_real GDAPI godot_quaternion_length_squared(const godot_quaternion *p_self);
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godot_quaternion GDAPI godot_quaternion_normalized(const godot_quaternion *p_self);
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godot_bool GDAPI godot_quaternion_is_normalized(const godot_quaternion *p_self);
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godot_quaternion GDAPI godot_quaternion_inverse(const godot_quaternion *p_self);
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godot_real GDAPI godot_quaternion_dot(const godot_quaternion *p_self, const godot_quaternion *p_b);
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godot_vector3 GDAPI godot_quaternion_xform(const godot_quaternion *p_self, const godot_vector3 *p_v);
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godot_quaternion GDAPI godot_quaternion_slerp(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_real p_t);
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godot_quaternion GDAPI godot_quaternion_slerpni(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_real p_t);
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godot_quaternion GDAPI godot_quaternion_cubic_slerp(const godot_quaternion *p_self, const godot_quaternion *p_b, const godot_quaternion *p_pre_a, const godot_quaternion *p_post_b, const godot_real p_t);
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godot_quaternion GDAPI godot_quaternion_operator_multiply(const godot_quaternion *p_self, const godot_real p_b);
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godot_quaternion GDAPI godot_quaternion_operator_add(const godot_quaternion *p_self, const godot_quaternion *p_b);
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godot_quaternion GDAPI godot_quaternion_operator_subtract(const godot_quaternion *p_self, const godot_quaternion *p_b);
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godot_quaternion GDAPI godot_quaternion_operator_divide(const godot_quaternion *p_self, const godot_real p_b);
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godot_bool GDAPI godot_quaternion_operator_equal(const godot_quaternion *p_self, const godot_quaternion *p_b);
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godot_quaternion GDAPI godot_quaternion_operator_neg(const godot_quaternion *p_self);
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void GDAPI godot_quaternion_set_axis_angle(godot_quaternion *p_self, const godot_vector3 *p_axis, const godot_real p_angle);
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#ifdef __cplusplus
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}
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#endif
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#endif // GDNATIVE_QUATERNION_H
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