gdnative/include/gdn/transform.h

143 lines
7.8 KiB
C

/**************************************************************************/
/* transform.h */
/**************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://pandemoniumengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef GDNATIVE_TRANSFORM_H
#define GDNATIVE_TRANSFORM_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define PANDEMONIUM_TRANSFORM_SIZE 48
#ifndef PANDEMONIUM_CORE_API_PANDEMONIUM_TRANSFORM_TYPE_DEFINED
#define PANDEMONIUM_CORE_API_PANDEMONIUM_TRANSFORM_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[PANDEMONIUM_TRANSFORM_SIZE];
} pandemonium_transform;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdn/basis.h>
#include <gdn/gdnative.h>
#include <gdn/variant.h>
#include <gdn/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
//void invert();
pandemonium_transform GDAPI pandemonium_transform_inverse(const pandemonium_transform *p_self);
//void affine_invert();
pandemonium_transform GDAPI pandemonium_transform_affine_inverse(const pandemonium_transform *p_self);
pandemonium_transform GDAPI pandemonium_transform_rotated(const pandemonium_transform *p_self, const pandemonium_vector3 *p_axis, const pandemonium_real p_phi);
//Transform rotated_local(const Vector3 &p_axis, real_t p_phi) const;
//void rotate(const Vector3 &p_axis, real_t p_phi);
//void rotate_local(const Vector3 &p_axis, real_t p_phi);
//void rotate_basis(const Vector3 &p_axis, real_t p_phi);
//void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
pandemonium_transform GDAPI pandemonium_transform_looking_at(const pandemonium_transform *p_self, const pandemonium_vector3 *p_target, const pandemonium_vector3 *p_up);
//void scale(const Vector3 &p_scale);
pandemonium_transform GDAPI pandemonium_transform_scaled(const pandemonium_transform *p_self, const pandemonium_vector3 *p_scale);
//Transform scaled_local(const Vector3 &p_scale) const;
//void scale_basis(const Vector3 &p_scale);
//void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
//void translate_local(const Vector3 &p_translation);
//void translate_localr(real_t p_tx, real_t p_ty, real_t p_tz);
//void translate_localv(const Vector3 &p_translation);
pandemonium_transform GDAPI pandemonium_transform_translated(const pandemonium_transform *p_self, const pandemonium_vector3 *p_ofs);
//Transform translated_local(const Vector3 &p_translation) const;
pandemonium_basis GDAPI pandemonium_transform_get_basis(const pandemonium_transform *p_self);
void GDAPI pandemonium_transform_set_basis(pandemonium_transform *p_self, const pandemonium_basis *p_v);
pandemonium_vector3 GDAPI pandemonium_transform_get_origin(const pandemonium_transform *p_self);
void GDAPI pandemonium_transform_set_origin(pandemonium_transform *p_self, const pandemonium_vector3 *p_v);
//void orthonormalize();
pandemonium_transform GDAPI pandemonium_transform_orthonormalized(const pandemonium_transform *p_self);
//void orthogonalize();
//Transform orthogonalized() const;
//bool is_equal_approx(const Transform &p_transform) const;
pandemonium_bool GDAPI pandemonium_transform_operator_equal(const pandemonium_transform *p_self, const pandemonium_transform *p_b);
pandemonium_vector3 GDAPI pandemonium_transform_xform_vector3(const pandemonium_transform *p_self, const pandemonium_vector3 *p_v);
//_FORCE_INLINE_ Vector3i xform(const Vector3i &p_vector) const;
pandemonium_aabb GDAPI pandemonium_transform_xform_aabb(const pandemonium_transform *p_self, const pandemonium_aabb *p_v);
//_FORCE_INLINE_ PoolVector<Vector3> xform(const PoolVector<Vector3> &p_array) const;
//_FORCE_INLINE_ PoolVector<Vector3i> xform(const PoolVector<Vector3i> &p_array) const;
pandemonium_vector3 GDAPI pandemonium_transform_xform_inv_vector3(const pandemonium_transform *p_self, const pandemonium_vector3 *p_v);
//_FORCE_INLINE_ Vector3i xform_inv(const Vector3i &p_vector) const;
pandemonium_aabb GDAPI pandemonium_transform_xform_inv_aabb(const pandemonium_transform *p_self, const pandemonium_aabb *p_v);
//_FORCE_INLINE_ PoolVector<Vector3> xform_inv(const PoolVector<Vector3> &p_array) const;
//_FORCE_INLINE_ PoolVector<Vector3i> xform_inv(const PoolVector<Vector3i> &p_array) const;
pandemonium_plane GDAPI pandemonium_transform_xform_plane(const pandemonium_transform *p_self, const pandemonium_plane *p_v);
pandemonium_plane GDAPI pandemonium_transform_xform_inv_plane(const pandemonium_transform *p_self, const pandemonium_plane *p_v);
//_FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
//static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform &p_inverse, const Basis &p_basis_transpose);
pandemonium_transform GDAPI pandemonium_transform_operator_multiply(const pandemonium_transform *p_self, const pandemonium_transform *p_b);
//Transform spherical_interpolate_with(const Transform &p_transform, real_t p_c) const;
//Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
//_FORCE_INLINE_ Transform inverse_xform(const Transform &t) const {
//void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
pandemonium_string GDAPI pandemonium_transform_as_string(const pandemonium_transform *p_self);
void GDAPI pandemonium_transform_new_with_axis_origin(pandemonium_transform *r_dest, const pandemonium_vector3 *p_x_axis, const pandemonium_vector3 *p_y_axis, const pandemonium_vector3 *p_z_axis, const pandemonium_vector3 *p_origin);
void GDAPI pandemonium_transform_new(pandemonium_transform *r_dest, const pandemonium_basis *p_basis, const pandemonium_vector3 *p_origin);
void GDAPI pandemonium_transform_new_with_quaternion(pandemonium_transform *r_dest, const pandemonium_quaternion *p_quaternion);
void GDAPI pandemonium_transform_new_identity(pandemonium_transform *r_dest);
#ifdef __cplusplus
}
#endif
#endif // GDNATIVE_TRANSFORM_H