From 957fb82f0321bbc4978677610883f3eef568c72b Mon Sep 17 00:00:00 2001 From: Relintai Date: Tue, 23 May 2023 19:01:39 +0200 Subject: [PATCH] Initial commit. Added https://github.com/godotengine/godot-cpp/tree/3.x 7c09b5484de21 as a base, but without the submodule. --- .clang-format | 128 ++++ .gitattributes | 6 + .github/actions/godot-cache/action.yml | 22 + .github/dependabot.yml | 6 + .github/workflows/ci.yml | 158 ++++ .gitignore | 180 +++++ .gitmodules | 3 + CMakeLists.txt | 210 ++++++ LICENSE.md | 21 + Makefile | 47 ++ README.md | 372 ++++++++++ SConstruct | 525 ++++++++++++++ binding_generator.py | 955 +++++++++++++++++++++++++ include/core/AABB.hpp | 110 +++ include/core/Array.hpp | 191 +++++ include/core/Basis.hpp | 458 ++++++++++++ include/core/CameraMatrix.hpp | 124 ++++ include/core/Color.hpp | 171 +++++ include/core/CoreTypes.hpp | 56 ++ include/core/Defs.hpp | 298 ++++++++ include/core/Dictionary.hpp | 89 +++ include/core/Godot.hpp | 619 ++++++++++++++++ include/core/GodotGlobal.hpp | 81 +++ include/core/GodotProfiling.hpp | 63 ++ include/core/Math.hpp | 302 ++++++++ include/core/NodePath.hpp | 84 +++ include/core/Plane.hpp | 98 +++ include/core/PoolArrays.hpp | 766 ++++++++++++++++++++ include/core/Quat.hpp | 125 ++++ include/core/RID.hpp | 67 ++ include/core/Rect2.hpp | 160 +++++ include/core/Ref.hpp | 216 ++++++ include/core/String.hpp | 184 +++++ include/core/TagDB.hpp | 49 ++ include/core/Transform.hpp | 121 ++++ include/core/Transform2D.hpp | 136 ++++ include/core/Variant.hpp | 304 ++++++++ include/core/Vector2.hpp | 306 ++++++++ include/core/Vector3.hpp | 342 +++++++++ include/core/Wrapped.hpp | 47 ++ include/gen/.gitignore | 2 + misc/ci/sources.list | 4 + misc/hooks/README.md | 18 + misc/hooks/canonicalize_filename.sh | 48 ++ misc/hooks/pre-commit | 50 ++ misc/hooks/pre-commit-clang-format | 147 ++++ misc/scripts/check_get_file_list.py | 31 + misc/scripts/clang_format.sh | 43 ++ src/core/AABB.cpp | 604 ++++++++++++++++ src/core/Array.cpp | 226 ++++++ src/core/Basis.cpp | 710 ++++++++++++++++++ src/core/CameraMatrix.cpp | 655 +++++++++++++++++ src/core/Color.cpp | 655 +++++++++++++++++ src/core/Dictionary.cpp | 110 +++ src/core/GodotGlobal.cpp | 208 ++++++ src/core/NodePath.cpp | 114 +++ src/core/Plane.cpp | 203 ++++++ src/core/PoolArrays.cpp | 571 +++++++++++++++ src/core/Quat.cpp | 352 +++++++++ src/core/RID.cpp | 79 ++ src/core/Rect2.cpp | 323 +++++++++ src/core/String.cpp | 522 ++++++++++++++ src/core/TagDB.cpp | 78 ++ src/core/Transform.cpp | 305 ++++++++ src/core/Transform2D.cpp | 332 +++++++++ src/core/Variant.cpp | 382 ++++++++++ src/core/Vector2.cpp | 100 +++ src/core/Vector3.cpp | 121 ++++ src/gen/.gitignore | 2 + test/.gitignore | 21 + test/SConstruct | 16 + test/gdexample.gdnlib | 20 + test/gdexample.gdns | 9 + test/project.godot | 17 + test/script.gd | 30 + test/src/init.cpp | 103 +++ 76 files changed, 15411 insertions(+) create mode 100644 .clang-format create mode 100644 .gitattributes create mode 100644 .github/actions/godot-cache/action.yml create mode 100644 .github/dependabot.yml create mode 100644 .github/workflows/ci.yml create mode 100644 .gitignore create mode 100644 .gitmodules create mode 100644 CMakeLists.txt create mode 100644 LICENSE.md create mode 100644 Makefile create mode 100644 README.md create mode 100644 SConstruct create mode 100644 binding_generator.py create mode 100644 include/core/AABB.hpp create mode 100644 include/core/Array.hpp create mode 100644 include/core/Basis.hpp create mode 100644 include/core/CameraMatrix.hpp create mode 100644 include/core/Color.hpp create mode 100644 include/core/CoreTypes.hpp create mode 100644 include/core/Defs.hpp create mode 100644 include/core/Dictionary.hpp create mode 100644 include/core/Godot.hpp create mode 100644 include/core/GodotGlobal.hpp create mode 100644 include/core/GodotProfiling.hpp create mode 100644 include/core/Math.hpp create mode 100644 include/core/NodePath.hpp create mode 100644 include/core/Plane.hpp create mode 100644 include/core/PoolArrays.hpp create mode 100644 include/core/Quat.hpp create mode 100644 include/core/RID.hpp create mode 100644 include/core/Rect2.hpp create mode 100644 include/core/Ref.hpp create mode 100644 include/core/String.hpp create mode 100644 include/core/TagDB.hpp create mode 100644 include/core/Transform.hpp create mode 100644 include/core/Transform2D.hpp create mode 100644 include/core/Variant.hpp create mode 100644 include/core/Vector2.hpp create mode 100644 include/core/Vector3.hpp create mode 100644 include/core/Wrapped.hpp create mode 100644 include/gen/.gitignore create mode 100644 misc/ci/sources.list create mode 100644 misc/hooks/README.md create mode 100644 misc/hooks/canonicalize_filename.sh create mode 100644 misc/hooks/pre-commit create mode 100644 misc/hooks/pre-commit-clang-format create mode 100755 misc/scripts/check_get_file_list.py create mode 100644 misc/scripts/clang_format.sh create mode 100644 src/core/AABB.cpp create mode 100644 src/core/Array.cpp create mode 100644 src/core/Basis.cpp create mode 100644 src/core/CameraMatrix.cpp create mode 100644 src/core/Color.cpp create mode 100644 src/core/Dictionary.cpp create mode 100644 src/core/GodotGlobal.cpp create mode 100644 src/core/NodePath.cpp create mode 100644 src/core/Plane.cpp create mode 100644 src/core/PoolArrays.cpp create mode 100644 src/core/Quat.cpp create mode 100644 src/core/RID.cpp create mode 100644 src/core/Rect2.cpp create mode 100644 src/core/String.cpp create mode 100644 src/core/TagDB.cpp create mode 100644 src/core/Transform.cpp create mode 100644 src/core/Transform2D.cpp create mode 100644 src/core/Variant.cpp create mode 100644 src/core/Vector2.cpp create mode 100644 src/core/Vector3.cpp create mode 100644 src/gen/.gitignore create mode 100644 test/.gitignore create mode 100644 test/SConstruct create mode 100644 test/gdexample.gdnlib create mode 100644 test/gdexample.gdns create mode 100644 test/project.godot create mode 100644 test/script.gd create mode 100644 test/src/init.cpp diff --git a/.clang-format b/.clang-format new file mode 100644 index 0000000..1c26421 --- /dev/null +++ b/.clang-format @@ -0,0 +1,128 @@ +# Commented out parameters are those with the same value as base LLVM style +# We can uncomment them if we want to change their value, or enforce the +# chosen value in case the base style changes (last sync: Clang 6.0.1). +--- +### General config, applies to all languages ### +BasedOnStyle: LLVM +AccessModifierOffset: -4 +AlignAfterOpenBracket: DontAlign +# AlignConsecutiveAssignments: false +# AlignConsecutiveDeclarations: false +# AlignEscapedNewlines: Right +# AlignOperands: true +AlignTrailingComments: false +AllowAllParametersOfDeclarationOnNextLine: false +# AllowShortBlocksOnASingleLine: false +# AllowShortCaseLabelsOnASingleLine: false +AllowShortFunctionsOnASingleLine: Inline +# AllowShortIfStatementsOnASingleLine: false +# AllowShortLoopsOnASingleLine: false +# AlwaysBreakAfterDefinitionReturnType: None +# AlwaysBreakAfterReturnType: None +# AlwaysBreakBeforeMultilineStrings: false +# AlwaysBreakTemplateDeclarations: false +# BinPackArguments: true +# BinPackParameters: true +# BraceWrapping: +# AfterClass: false +# AfterControlStatement: false +# AfterEnum: false +# AfterFunction: false +# AfterNamespace: false +# AfterObjCDeclaration: false +# AfterStruct: false +# AfterUnion: false +# AfterExternBlock: false +# BeforeCatch: false +# BeforeElse: false +# IndentBraces: false +# SplitEmptyFunction: true +# SplitEmptyRecord: true +# SplitEmptyNamespace: true +# BreakBeforeBinaryOperators: None +# BreakBeforeBraces: Attach +# BreakBeforeInheritanceComma: false +BreakBeforeTernaryOperators: false +# BreakConstructorInitializersBeforeComma: false +BreakConstructorInitializers: AfterColon +# BreakStringLiterals: true +ColumnLimit: 0 +# CommentPragmas: '^ IWYU pragma:' +# CompactNamespaces: false +ConstructorInitializerAllOnOneLineOrOnePerLine: true +ConstructorInitializerIndentWidth: 8 +ContinuationIndentWidth: 8 +Cpp11BracedListStyle: false +# DerivePointerAlignment: false +# DisableFormat: false +# ExperimentalAutoDetectBinPacking: false +# FixNamespaceComments: true +# ForEachMacros: +# - foreach +# - Q_FOREACH +# - BOOST_FOREACH +# IncludeBlocks: Preserve +IncludeCategories: + - Regex: '".*"' + Priority: 1 + - Regex: '^<.*\.h>' + Priority: 2 + - Regex: '^<.*' + Priority: 3 +# IncludeIsMainRegex: '(Test)?$' +IndentCaseLabels: true +# IndentPPDirectives: None +IndentWidth: 4 +# IndentWrappedFunctionNames: false +# JavaScriptQuotes: Leave +# JavaScriptWrapImports: true +KeepEmptyLinesAtTheStartOfBlocks: false +# MacroBlockBegin: '' +# MacroBlockEnd: '' +# MaxEmptyLinesToKeep: 1 +# NamespaceIndentation: None +# PenaltyBreakAssignment: 2 +# PenaltyBreakBeforeFirstCallParameter: 19 +# PenaltyBreakComment: 300 +# PenaltyBreakFirstLessLess: 120 +# PenaltyBreakString: 1000 +# PenaltyExcessCharacter: 1000000 +# PenaltyReturnTypeOnItsOwnLine: 60 +# PointerAlignment: Right +# RawStringFormats: +# - Delimiter: pb +# Language: TextProto +# BasedOnStyle: google +# ReflowComments: true +# SortIncludes: true +# SortUsingDeclarations: true +# SpaceAfterCStyleCast: false +# SpaceAfterTemplateKeyword: true +# SpaceBeforeAssignmentOperators: true +# SpaceBeforeParens: ControlStatements +# SpaceInEmptyParentheses: false +# SpacesBeforeTrailingComments: 1 +# SpacesInAngles: false +# SpacesInContainerLiterals: true +# SpacesInCStyleCastParentheses: false +# SpacesInParentheses: false +# SpacesInSquareBrackets: false +TabWidth: 4 +UseTab: Always +--- +### C++ specific config ### +Language: Cpp +Standard: Cpp11 +--- +### ObjC specific config ### +Language: ObjC +Standard: Cpp11 +ObjCBlockIndentWidth: 4 +# ObjCSpaceAfterProperty: false +# ObjCSpaceBeforeProtocolList: true +--- +### Java specific config ### +Language: Java +# BreakAfterJavaFieldAnnotations: false +JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax'] +... diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..9abe13e --- /dev/null +++ b/.gitattributes @@ -0,0 +1,6 @@ +*.c eol=lf +*.cpp eol=lf +*.gd eol=lf +*.tscn eol=lf +*.cfg eol=lf +*.godot eol=lf diff --git a/.github/actions/godot-cache/action.yml b/.github/actions/godot-cache/action.yml new file mode 100644 index 0000000..2d7afc8 --- /dev/null +++ b/.github/actions/godot-cache/action.yml @@ -0,0 +1,22 @@ +name: Setup Godot build cache +description: Setup Godot build cache. +inputs: + cache-name: + description: The cache base name (job name by default). + default: "${{github.job}}" + scons-cache: + description: The scons cache path. + default: "${{github.workspace}}/.scons-cache/" +runs: + using: "composite" + steps: + # Upload cache on completion and check it out now + - name: Load .scons_cache directory + uses: actions/cache@v3 + with: + path: ${{inputs.scons-cache}} + key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} + restore-keys: | + ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} + ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}} + ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}} diff --git a/.github/dependabot.yml b/.github/dependabot.yml new file mode 100644 index 0000000..1230149 --- /dev/null +++ b/.github/dependabot.yml @@ -0,0 +1,6 @@ +version: 2 +updates: + - package-ecosystem: "github-actions" + directory: "/" + schedule: + interval: "daily" diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 0000000..3e47228 --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,158 @@ +name: Continuous integration +on: [push, pull_request] + +env: + # Only used for the cache key. Increment version to force clean build. + GODOT_BASE_BRANCH: 3.x + +concurrency: + group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}} + cancel-in-progress: true + +jobs: + build: + name: ${{ matrix.name }} + runs-on: ${{ matrix.os }} + strategy: + fail-fast: false + matrix: + include: + - name: 🐧 Linux (GCC) + os: ubuntu-18.04 + platform: linux + artifact-name: godot-cpp-linux-glibc2.27-x86_64-release + artifact-path: bin/libgodot-cpp.linux.release.64.a + godot_zip: Godot_v3.5-stable_linux_server.64.zip + executable: Godot_v3.5-stable_linux_server.64 + cache-name: linux-x86_64 + + - name: 🏁 Windows (x86_64, MSVC) + os: windows-2019 + platform: windows + artifact-name: godot-cpp-windows-msvc2019-x86_64-release + artifact-path: bin/libgodot-cpp.windows.release.64.lib + cache-name: windows-x86_64-msvc + + - name: 🏁 Windows (x86_64, MinGW) + os: windows-2019 + platform: windows + artifact-name: godot-cpp-linux-mingw-x86_64-release + artifact-path: bin/libgodot-cpp.windows.release.64.a + flags: use_mingw=yes + cache-name: windows-x86_64-mingw + + - name: 🍎 macOS (universal) + os: macos-11 + platform: osx + artifact-name: godot-cpp-macos-universal-release + artifact-path: bin/libgodot-cpp.osx.release.64.a + flags: macos_arch=universal + godot_zip: Godot_v3.5-stable_osx.universal.zip + executable: Godot.app/Contents/MacOS/Godot + cache-name: macos-unversal + + - name: 🤖 Android (arm64) + os: ubuntu-18.04 + platform: android + artifact-name: godot-cpp-android-arm64-release + artifact-path: bin/libgodot-cpp.android.release.arm64v8.a + flags: ANDROID_NDK_ROOT=$ANDROID_NDK_LATEST_HOME android_arch=arm64v8 + cache-name: android-arm64 + + - name: 🍏 iOS (arm64) + os: macos-11 + platform: ios + artifact-name: godot-cpp-ios-arm64-release + artifact-path: bin/libgodot-cpp.ios.release.arm64.a + cache-name: ios-arm64 + + env: + SCONS_CACHE: ${{ github.workspace }}/.scons-cache/ + + steps: + - name: Checkout + uses: actions/checkout@v2 + with: + submodules: recursive + + - name: Setup Godot build cache + uses: ./.github/actions/godot-cache + with: + cache-name: ${{ matrix.cache-name }} + continue-on-error: true + + - name: Set up Python (for SCons) + uses: actions/setup-python@v4 + with: + python-version: '3.x' + + - name: Linux dependencies + if: ${{ matrix.platform == 'linux' }} + run: | + sudo apt-get update -qq + sudo apt-get install -qqq build-essential pkg-config + + - name: Install scons + run: | + python -m pip install scons + + - name: Windows dependency (MinGW) + if: ${{ matrix.platform == 'windows' }} + uses: egor-tensin/setup-mingw@v2 + + - name: Build godot-cpp (debug) + run: | + scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} + + - name: Build test without rebuilding godot-cpp (debug) + run: | + cd test + scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no + + - name: Build test and godot-cpp (release) + run: | + cd test + scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }} + + - name: Run test GDNative library + if: ${{ matrix.platform == 'linux' || matrix.platform == 'osx' }} + run: | + curl -LO https://downloads.tuxfamily.org/godotengine/3.5/${{ matrix.godot_zip }} + unzip ${{ matrix.godot_zip }} + ./${{ matrix.executable }} --path test -s script.gd + + - name: Upload artifact + uses: actions/upload-artifact@v3 + with: + name: ${{ matrix.artifact-name }} + path: ${{ matrix.artifact-path }} + if-no-files-found: error + + static-checks: + name: 📊 Static Checks (clang-format) + runs-on: ubuntu-20.04 + steps: + - name: Checkout + uses: actions/checkout@v2 + with: + submodules: recursive + + - name: Make apt sources.list use the default Ubuntu repositories + run: | + sudo rm -f /etc/apt/sources.list.d/* + sudo cp -f misc/ci/sources.list /etc/apt/sources.list + sudo apt-get update + + - name: Install dependencies + run: | + sudo apt-get install -qq dos2unix recode clang-format-11 + sudo update-alternatives --remove-all clang-format + sudo update-alternatives --install /usr/bin/clang-format clang-format /usr/bin/clang-format-11 100 + + - name: Style checks via clang-format + run: | + bash ./misc/scripts/clang_format.sh + + - name: Bindings generation checks (ensures get_file_list returns all generated files) + run: | + python ./misc/scripts/check_get_file_list.py diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..b031b69 --- /dev/null +++ b/.gitignore @@ -0,0 +1,180 @@ +# Misc +gen/* +logs/* +*.log + +# The default cache directory +.scons_cache/ + +# Binaries +*.o +*.os +*.so +*.obj +*.bc +*.pyc +*.dblite +*.pdb +*.lib +bin +*.config +*.creator +*.creator.user +*.files +*.includes + +# Gprof output +gmon.out + +# Vim temp files +*.swo +*.swp + +# Qt project files +*.config +*.creator +*.creator.* +*.files +*.includes +*.cflags +*.cxxflags + +# Eclipse CDT files +.cproject +.settings/ + +# Geany/geany-plugins files +*.geany +.geanyprj + +# Misc +.DS_Store +logs/ + +# for projects that use SCons for building: http://http://www.scons.org/ +.sconf_temp +.sconsign.dblite +*.pyc + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.opendb +*.VC.VC.opendb +enc_temp_folder/ + +# Visual Studio profiler +*.psess +*.vsp +*.vspx + +# CodeLite project files +*.project +*.workspace +.codelite/ + +# Windows Azure Build Output +csx/ +*.build.csdef + +# Windows Store app package directory +AppPackages/ + +# Others +sql/ +*.Cache +ClientBin/ +[Ss]tyle[Cc]op.* +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.pfx +*.publishsettings +node_modules/ +__pycache__/ + +# KDE +.directory + +#Kdevelop project files +*.kdev4 + +# xCode +xcuserdata + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file to a newer +# Visual Studio version. Backup files are not needed, because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm + +# SQL Server files +App_Data/*.mdf +App_Data/*.ldf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings + +# Microsoft Fakes +FakesAssemblies/ + +# ========================= +# Windows detritus +# ========================= + +# Windows image file caches +Thumbs.db +ehthumbs.db + +# Folder config file +Desktop.ini + +# Recycle Bin used on file shares +$RECYCLE.BIN/ +logo.h +*.autosave + +# https://github.com/github/gitignore/blob/master/Global/Tags.gitignore +# Ignore tags created by etags, ctags, gtags (GNU global) and cscope +TAGS +!TAGS/ +tags +*.tags +!tags/ +gtags.files +GTAGS +GRTAGS +GPATH +cscope.files +cscope.out +cscope.in.out +cscope.po.out +godot.creator.* + +# Visual Studio 2017 and Visual Studio Code workspace folder +/.vs +/.vscode + +# Visual Studio Code workspace file +*.code-workspace + +# Scons progress indicator +.scons_node_count + +# ccls cache (https://github.com/MaskRay/ccls) +.ccls-cache/ + +# compile commands (https://clang.llvm.org/docs/JSONCompilationDatabase.html) +compile_commands.json diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..36c9545 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "godot-headers"] + path = godot-headers + url = https://github.com/godotengine/godot-headers diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..b91f0d2 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,210 @@ +# cmake arguments +# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug) +# +# godot-cpp cmake arguments +# GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include) +# GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json +# +# Android cmake arguments +# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake) +# ANDROID_NDK: The path to the android ndk root folder +# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9) +# ANDROID_PLATFORM: The android platform version (android-23) +# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html +# +# Examples +# +# Builds a debug version: +# cmake . +# cmake --build . +# +# Builds a release version with clang +# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" . +# cmake --build . +# +# Builds an android armeabi-v7a debug version: +# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \ +# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug . +# cmake --build . +# +# Protip +# Generate the buildfiles in a sub directory to not clutter the root directory with build files: +# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build . +# +# Todo +# Test build for Windows, Mac and mingw. + +project(godot-cpp) +cmake_minimum_required(VERSION 3.6) + +option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON) + +# Change the output directory to the bin directory +set(BUILD_PATH ${CMAKE_CURRENT_SOURCE_DIR}/bin) +set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}") +set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}") +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}") +SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") +SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") +SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}") +SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}") + +# Default build type is Debug in the SConstruct +if("${CMAKE_BUILD_TYPE}" STREQUAL "") + set(CMAKE_BUILD_TYPE Debug) +endif() + +if(CMAKE_BUILD_TYPE MATCHES Debug) + add_definitions(-D_DEBUG) +else() + add_definitions(-DNDEBUG) +endif(CMAKE_BUILD_TYPE MATCHES Debug) + +# Set the c++ standard to c++14 +set(CMAKE_CXX_STANDARD 14) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +if(NOT DEFINED BITS) + set(BITS 32) + if(CMAKE_SIZEOF_VOID_P EQUAL 8) + set(BITS 64) + endif(CMAKE_SIZEOF_VOID_P EQUAL 8) +endif() + +# Input from user for godot headers and the api file +set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "") +set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "") + +set(GODOT_COMPILE_FLAGS ) +set(GODOT_LINKER_FLAGS ) + +if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC") + # using Visual Studio C++ + set(GODOT_COMPILE_FLAGS "/EHsc /WX") # /GF /MP + + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy + STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG}) + endif(CMAKE_BUILD_TYPE MATCHES Debug) + + # Disable conversion warning, trunkation, unreferenced var, signed missmatch + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /wd4244 /wd4305 /wd4101 /wd4018 /wd4267") + + # Todo: Check if needed. + add_definitions(-DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS) + + # Unkomment for warning level 4 + #if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]") + # string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}") + #endif() + +else() # GCC/Clang + set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'") + + if(NOT CMAKE_SYSTEM_NAME MATCHES "Windows") + set(GODOT_COMPILE_FLAGS "-fPIC") + endif() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -g -Wwrite-strings") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-label") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wunused-value -Wvariadic-macros -Wvolatile-register-var -Wno-error=attributes") + + # -Wshadow -Wextra -Wall -Weffc++ -Wfloat-equal -Wstack-protector -Wunused-parameter -Wsign-compare -Wunused-variable -Wcast-align + # -Wunused-function -Wstrict-aliasing -Wstrict-aliasing=2 -Wmissing-field-initializers + + if(NOT CMAKE_SYSTEM_NAME STREQUAL "Android") + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wno-ignored-attributes") + endif() + + if(CMAKE_BUILD_TYPE MATCHES Debug) + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0") + else() + set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3") + endif(CMAKE_BUILD_TYPE MATCHES Debug) +endif() + +# Generate source from the bindings file +find_package(Python3 3.4 REQUIRED) # pathlib should be present +if(GENERATE_TEMPLATE_GET_NODE) + set(GENERATE_BINDING_PARAMETERS "True") +else() + set(GENERATE_BINDING_PARAMETERS "False") +endif() + +message(STATUS "Generating Bindings") +execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True)" + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + RESULT_VARIABLE HEADERS_FILE_LIST_RESULT + OUTPUT_VARIABLE HEADERS_FILE_LIST +) +set(HEADERS_FILE_LIST ${HEADERS_FILE_LIST}) + +execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", sources=True)" + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + RESULT_VARIABLE SOURCES_FILE_LIST_RESULT + OUTPUT_VARIABLE SOURCES_FILE_LIST +) +set(SOURCES_FILE_LIST ${SOURCES_FILE_LIST}) + +add_custom_command(OUTPUT ${HEADERS_FILE_LIST} ${SOURCES_FILE_LIST} + COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")" + VERBATIM + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE} + DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py + COMMENT Generating Bindings +) + +# Get Sources +file(GLOB_RECURSE SOURCES src/*.c**) +file(GLOB_RECURSE HEADERS include/*.h**) + +# Define our godot-cpp library +add_library(${PROJECT_NAME} + ${SOURCES} + ${SOURCES_FILE_LIST} + ${HEADERS} + ${HEADERS_FILE_LIST} +) +target_include_directories(${PROJECT_NAME} + PUBLIC + include + include/core + ${CMAKE_CURRENT_BINARY_DIR}/include/gen/ +) + +# Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers +target_include_directories(${PROJECT_NAME} + SYSTEM PUBLIC + ${GODOT_HEADERS_DIR} +) + +# Add the compile flags +set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS}) +set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LINKER_FLAGS}) + +# Create the correct name (godot.os.build_type.system_bits) + +string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME) +string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE) + +if(ANDROID) + # Added the android abi after system name + set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI}) + # Android does not have the bits at the end if you look at the main godot repo build + set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}") +else() + set_property(TARGET ${PROJECT_NAME} PROPERTY OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}") +endif() diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..654253a --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,21 @@ +# MIT License + +Copyright (c) 2017-2022 Godot Engine contributors. + +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. diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..7429058 --- /dev/null +++ b/Makefile @@ -0,0 +1,47 @@ +GENERATE_BINDINGS = no +HEADERS = godot-headers +TARGET = debug +USE_CLANG = no + +BASE = scons use_llvm=$(USE_CLANG) generate_bindings=$(GENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) +LINUX = $(BASE) platform=linux +WINDOWS = $(BASE) platform=windows +OSX = $(BASE) platform=osx + + +all: + make linux + make windows + + +linux: + make linux32 + make linux64 + +linux32: SConstruct + $(LINUX) bits=32 + +linux64: SConstruct + $(LINUX) bits=64 + + +windows: + make windows32 + make windows64 + +windows32: SConstruct + $(WINDOWS) bits=32 + +windows64: SConstruct + $(WINDOWS) bits=64 + + +osx: + make osx32 + make osx64 + +osx32: SConstruct + $(OSX) bits=32 + +osx64: SConstruct + $(OSX) bits=64 diff --git a/README.md b/README.md new file mode 100644 index 0000000..a55cd04 --- /dev/null +++ b/README.md @@ -0,0 +1,372 @@ +# godot-cpp + +This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDNative API. + +- [**Versioning**](#versioning) +- [**Contributing**](#contributing) +- [**Getting Started**](#getting-started) +- [**Creating a simple class**](#creating-a-simple-class) + +## Versioning + +This repositories follows the same branch versioning as the main [Godot Engine +repository](https://github.com/godotengine/godot): + +- `master` tracks the current development branch. +- `3.x` tracks the development of the next 3.x minor release. +- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release + in the corresponding branch. + +Stable releases are also tagged on this repository: +[**Tags**](https://github.com/godotengine/godot-cpp/tags). + +**For any project built against a stable release of Godot, we recommend using +this repository as a Git submodule, checking out the specific tag matching your +Godot version.** + +> As the `master` and `3.x` branches are constantly getting updates, if you are +> using `godot-cpp` against a more current version of Godot, see the instructions +> in [**godot-headers**](https://github.com/godotengine/godot-headers) for +> updating the relevant files. + +## Contributing + +We greatly appreciate help in maintaining and extending this project. If you +wish to help out, ensure you have an account on GitHub and create a "fork" of +this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation +for the main Godot project on this: +[Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html) + +Please install clang-format and copy the files in `misc/hooks` into `.git/hooks` +so formatting is done before your changes are submitted. + +## Getting Started + +| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) | +| --- | --- | --- | + +### Setting up a new project + +We recommend using Git for managing your project. The instructions below assume +you're using Git. Alternatively, you can download the source code directly from +GitHub. In this case, you need to download both +[godot-cpp](https://github.com/godotengine/godot-cpp) and +[godot-headers](https://github.com/godotengine/godot-headers). + +```bash +mkdir SimpleLibrary +cd SimpleLibrary +mkdir bin +mkdir src +git clone --recursive https://github.com/godotengine/godot-cpp +``` + +If you wish to use a specific branch, add the -b option to the clone command: + +```bash +git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0 +``` + +If your project is an existing repository, use a Git submodule instead: + +```bash +git submodule add https://github.com/godotengine/godot-cpp +git submodule update --init --recursive +``` + +Right now, our directory structure should look like this: + +```text +SimpleLibrary/ +├─godot-cpp/ +| └─godot-headers/ +├─bin/ +└─src/ +``` + +### Updating the `api.json` file + +Our `api.json` file contains metadata for all the classes that are part of the +Godot core. This metadata is required to generate the C++ binding classes for +use in GDNative modules. + +This file is supplied with our +[godot-headers](https://github.com/godotengine/godot-headers) repository +for your convenience. However, if you're running a custom build of Godot and +need access to classes that have recent changes, you must generate a new +`api.json` file. You do this by starting your Godot executable with the +following parameters: + +```bash +godot --gdnative-generate-json-api api.json +``` + +Now copy the `api.json` file into your folder structure to make it easier to +access. + +See the remark below for the extra ```custom_api_file``` SCons argument, which +is required to tell SCons where to find your file. + +### Compiling the C++ bindings library + +The final step is to compile our C++ bindings library: + +```bash +cd godot-cpp +scons platform= generate_bindings=yes +cd .. +``` + +Replace `` with either `windows`, `linux`, `osx` or `android`. If +you leave out `platform`, the target platform will automatically be detected +from the host platform. + +The resulting library will be created in `godot-cpp/bin/`, take note of its name +as it'll differ depending on the target platform. + +#### Compiling for Android + +Download the latest [Android NDK](https://developer.android.com/ndk/downloads) +and set the NDK path. + +```bash +scons platform=android generate_bindings=yes ANDROID_NDK_ROOT="/PATH-TO-ANDROID-NDK/" android_arch= +``` + +The value of `android_arch` can be `armv7, arm64v8, x86, x86_64`. Most Android +devices in use nowadays use an ARM architecture, so compiling for `armv7` and +`arm64v8` is often enough when distributing an application. + +`ANDROID_NDK_ROOT` can also be set in the environment variables of your PC if +you don't want to include it in your SCons call. + +#### Compilation options + +You can optionally add the following options to the SCons command line: + +- When targeting Linux, add `use_llvm=yes` to use Clang instead of GCC. +- When targeting Windows, add `use_mingw=yes` to use MinGW instead of MSVC. +- When targeting Windows, include `target=runtime` to build a runtime build. +- To use an alternative `api.json` file, add `use_custom_api_file=yes + custom_api_file=../api.json`. Be sure to specify the correct location where + you placed your file (it can be a relative or absolute path). + +## Creating a simple class + +Create `init.cpp` under `SimpleLibrary/src/` and add the following code: + +```cpp +#include +#include + +using namespace godot; + +class SimpleClass : public Reference { + GODOT_CLASS(SimpleClass, Reference); +public: + SimpleClass() { } + + /** `_init` must exist as it is called by Godot. */ + void _init() { } + + void test_void_method() { + Godot::print("This is test"); + } + + Variant method(Variant arg) { + Variant ret; + ret = arg; + + return ret; + } + + static void _register_methods() { + register_method("method", &SimpleClass::method); + + /** + * The line below is equivalent to the following GDScript export: + * export var _name = "SimpleClass" + **/ + register_property("base/name", &SimpleClass::_name, String("SimpleClass")); + + /** Alternatively, with getter and setter methods: */ + register_property("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0); + + /** Registering a signal: **/ + // register_signal("signal_name"); + // register_signal("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING) + } + + String _name; + int _value; + + void set_value(int p_value) { + _value = p_value; + } + + int get_value() const { + return _value; + } +}; + +/** GDNative Initialize **/ +extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) { + godot::Godot::gdnative_init(o); +} + +/** GDNative Terminate **/ +extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) { + godot::Godot::gdnative_terminate(o); +} + +/** NativeScript Initialize **/ +extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) { + godot::Godot::nativescript_init(handle); + + godot::register_class(); +} +``` + +### Compiling the GDNative library + +Once you've compiled the GDNative C++ bindings (see above), you can compile the GDNative library we've just created. + +#### Linux + +```bash +cd SimpleLibrary +clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers +clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l +``` + +You'll need to replace `` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library). + +This creates the file `libtest.so` in your `SimpleLibrary/bin` directory. + +#### Windows + +```bash +cd SimpleLibrary +cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot-headers +link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\ +``` + +You'll need to replace `` with the file that was created +in [**Compiling the cpp bindingslibrary**](#compiling-the-cpp-bindings-library). +Replace `/MDd` with `/MD` to create a release build, which will run faster and +be smaller. + +This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory. + +#### macOS + +For macOS, you'll need to find out which compiler flags need to be used. These +are likely similar to Linux when using Clang, but may not be identical. + +If you find suitable compiler flags for this example library, feel free to +submit a pull request :slightly_smiling_face: + +#### Android + +```bash +cd SimpleLibrary +aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers +aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l +``` + +You'll need to replace `` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library). The command above targets `arm64v8`. To target `armv7`, use `armv7a-linux-androideabi29-clang++` instead of `aarch64-linux-android29-clang++`. + +This creates the file `libtest.so` in your `SimpleLibrary/bin` directory. + +#### iOS + +GDNative isn't supported on iOS yet. This is because iOS only allows linking +static libraries, not dynamic libraries. In theory, it would be possible to link +a GDNative library statically, but some of GDNative's convenience would be lost +in the process as one would have to recompile the engine on every change. See +[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the +Godot headers repository for more information. + +#### HTML5 + +GDNative is supported on [specific exports](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#export-options) for the HTML5 platform since Godot `3.3`. Linking webassembly modules is currently underspecified in the standard, but [emscripten](https://emscripten.org/), which Godot uses to build the HTML5 version, implements its own linking system. + +To build GDNative libraries, you will need a recent version of [Emscripten](https://emscripten.org/). + +```bash +cd SimpleLibrary +emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/ -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers +``` + +You'll need to replace `` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library). + +This creates the file `libtest.so` in your `SimpleLibrary/bin` directory. + +### Creating `.gdnlib` and `.gdns` files + +Follow the instructions in +[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) +to create the `.gdns` file. This file contains paths to GDNative libraries for +various platforms. This makes the library usable from Godot in a +platform-independent manner. + +### Implementing with GDScript + +Once your GDNative library is compiled and referenced in a `.gdns` file, you can use it in GDScript or C#. Here's an example with GDScript: + +```gdscript +var simpleclass = load("res://simpleclass.gdns").new() +simpleclass.method("Test argument") +``` + +### Using Godot classes in C++ + +Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library. + +- Instantiate Objects using `_new()`, not C++'s `new` operator. + +```cpp +Sprite *sprite = Sprite::_new(); +``` + +- Destroy Nodes using `queue_free()`, not C++'s `delete` operator. + +```cpp +some_old_node->queue_free(); +``` + +- Wrap References in `Ref` instead of passing around raw pointers. They are reference-counted and don't need to be freed manually. + +```cpp +Ref texture = resource_loader->load("res://icon.png"); +``` + +- Pass core types that do *not* inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed. + +```cpp +Array ints; +ints.append(123); +return ints; +``` + +- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods. + +- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`. + +```cpp +MeshInstance *m = Object::cast_to(get_node("ChildNode")); +// `m` will be null if it's not a MeshInstance +if (m) { ... } +``` + +- **Never** use Godot types in static or global variables. The Godot API isn't loaded until after their constructors are called. + +```cpp +String s; // crashes +class SomeClass { + static Dictionary d; // crashes + + static Node *node_a = NULL; // fine, it's just a pointer + static Node *node_b = Node::_new(); // crashes +}; +``` diff --git a/SConstruct b/SConstruct new file mode 100644 index 0000000..f653d54 --- /dev/null +++ b/SConstruct @@ -0,0 +1,525 @@ +#!/usr/bin/env python + +import os +import sys +import subprocess +from binding_generator import scons_generate_bindings, scons_emit_files + +if sys.version_info < (3,): + + def decode_utf8(x): + return x + +else: + import codecs + + def decode_utf8(x): + return codecs.utf_8_decode(x)[0] + + +# Workaround for MinGW. See: +# http://www.scons.org/wiki/LongCmdLinesOnWin32 +if os.name == "nt": + import subprocess + + def mySubProcess(cmdline, env): + # print "SPAWNED : " + cmdline + startupinfo = subprocess.STARTUPINFO() + startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW + proc = subprocess.Popen( + cmdline, + stdin=subprocess.PIPE, + stdout=subprocess.PIPE, + stderr=subprocess.PIPE, + startupinfo=startupinfo, + shell=False, + env=env, + ) + data, err = proc.communicate() + rv = proc.wait() + if rv: + print("=====") + print(err.decode("utf-8")) + print("=====") + return rv + + def mySpawn(sh, escape, cmd, args, env): + + newargs = " ".join(args[1:]) + cmdline = cmd + " " + newargs + + rv = 0 + if len(cmdline) > 32000 and cmd.endswith("ar"): + cmdline = cmd + " " + args[1] + " " + args[2] + " " + for i in range(3, len(args)): + rv = mySubProcess(cmdline + args[i], env) + if rv: + break + else: + rv = mySubProcess(cmdline, env) + + return rv + + +def add_sources(sources, dir, extension): + for f in os.listdir(dir): + if f.endswith("." + extension): + sources.append(dir + "/" + f) + + +# Try to detect the host platform automatically. +# This is used if no `platform` argument is passed +if sys.platform.startswith("linux"): + host_platform = "linux" +elif sys.platform.startswith("freebsd"): + host_platform = "freebsd" +elif sys.platform == "darwin": + host_platform = "osx" +elif sys.platform == "win32" or sys.platform == "msys": + host_platform = "windows" +else: + raise ValueError("Could not detect platform automatically, please specify with platform=") + +env = Environment(ENV=os.environ) + +# Default num_jobs to local cpu count if not user specified. +# SCons has a peculiarity where user-specified options won't be overridden +# by SetOption, so we can rely on this to know if we should use our default. +initial_num_jobs = env.GetOption("num_jobs") +altered_num_jobs = initial_num_jobs + 1 +env.SetOption("num_jobs", altered_num_jobs) +# os.cpu_count() requires Python 3.4+. +if hasattr(os, "cpu_count") and env.GetOption("num_jobs") == altered_num_jobs: + cpu_count = os.cpu_count() + if cpu_count is None: + print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.") + else: + safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1 + print( + "Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument." + % (cpu_count, safer_cpu_count) + ) + env.SetOption("num_jobs", safer_cpu_count) + +is64 = sys.maxsize > 2 ** 32 +if ( + env["TARGET_ARCH"] == "amd64" + or env["TARGET_ARCH"] == "emt64" + or env["TARGET_ARCH"] == "x86_64" + or env["TARGET_ARCH"] == "arm64-v8a" +): + is64 = True + +opts = Variables([], ARGUMENTS) +opts.Add( + EnumVariable( + "platform", + "Target platform", + host_platform, + allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"), + ignorecase=2, + ) +) +opts.Add(EnumVariable("bits", "Target platform bits", "64" if is64 else "32", ("32", "64"))) +opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler - only effective when targeting Linux or FreeBSD", False)) +opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False)) +# Must be the same setting as used for cpp_bindings +opts.Add(EnumVariable("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2)) +opts.Add( + PathVariable( + "headers_dir", + "Path to the directory containing Godot headers", + "godot-headers", + PathVariable.PathIsDir, + ) +) +opts.Add(PathVariable("custom_api_file", "Path to a custom JSON API file", None, PathVariable.PathIsFile)) +opts.Add(BoolVariable("generate_bindings", "Force GDNative API bindings generation.", False)) +opts.Add( + EnumVariable( + "android_arch", + "Target Android architecture", + "armv7", + ["armv7", "arm64v8", "x86", "x86_64"], + ) +) +opts.Add("macos_deployment_target", "macOS deployment target", "default") +opts.Add("macos_sdk_path", "macOS SDK path", "") +opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"])) +opts.Add(EnumVariable("ios_arch", "Target iOS architecture", "arm64", ["armv7", "arm64", "x86_64"])) +opts.Add(BoolVariable("ios_simulator", "Target iOS Simulator", False)) +opts.Add( + "IPHONEPATH", + "Path to iPhone toolchain", + "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain", +) +opts.Add( + "android_api_level", + "Target Android API level", + "18" if ARGUMENTS.get("android_arch", "armv7") in ["armv7", "x86"] else "21", +) +opts.Add( + "ANDROID_NDK_ROOT", + "Path to your Android NDK installation. By default, uses ANDROID_NDK_ROOT from your defined environment variables.", + os.environ.get("ANDROID_NDK_ROOT", None), +) +opts.Add( + BoolVariable( + "generate_template_get_node", + "Generate a template version of the Node class's get_node.", + True, + ) +) + +opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True)) + +opts.Update(env) +Help(opts.GenerateHelpText(env)) + +# Detect and print a warning listing unknown SCons variables to ease troubleshooting. +unknown = opts.UnknownVariables() +if unknown: + print("WARNING: Unknown SCons variables were passed and will be ignored:") + for item in unknown.items(): + print(" " + item[0] + "=" + item[1]) + +# This makes sure to keep the session environment variables on Windows. +# This way, you can run SCons in a Visual Studio 2017 prompt and it will find +# all the required tools +if host_platform == "windows" and env["platform"] != "android": + if env["bits"] == "64": + env = Environment(TARGET_ARCH="amd64") + elif env["bits"] == "32": + env = Environment(TARGET_ARCH="x86") + + opts.Update(env) + +# Require C++14 +if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]: + # MSVC + env.Append(CCFLAGS=["/std:c++14"]) +else: + env.Append(CCFLAGS=["-std=c++14"]) + +if env["platform"] == "linux" or env["platform"] == "freebsd": + if env["use_llvm"]: + env["CXX"] = "clang++" + + env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"]) + env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"]) + + if env["target"] == "debug": + env.Append(CCFLAGS=["-Og", "-g"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["-O3"]) + + if env["bits"] == "64": + env.Append(CCFLAGS=["-m64"]) + env.Append(LINKFLAGS=["-m64"]) + elif env["bits"] == "32": + env.Append(CCFLAGS=["-m32"]) + env.Append(LINKFLAGS=["-m32"]) + +elif env["platform"] == "osx": + # Use Clang on macOS by default + env["CXX"] = "clang++" + + if env["bits"] == "32": + raise ValueError("Only 64-bit builds are supported for the macOS target.") + + if env["macos_arch"] == "universal": + env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"]) + env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"]) + else: + env.Append(LINKFLAGS=["-arch", env["macos_arch"]]) + env.Append(CCFLAGS=["-arch", env["macos_arch"]]) + + if env["macos_deployment_target"] != "default": + env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]]) + env.Append(LINKFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]]) + + if env["macos_sdk_path"]: + env.Append(CCFLAGS=["-isysroot", env["macos_sdk_path"]]) + env.Append(LINKFLAGS=["-isysroot", env["macos_sdk_path"]]) + + env.Append(LINKFLAGS=["-Wl,-undefined,dynamic_lookup"]) + + if env["target"] == "debug": + env.Append(CCFLAGS=["-Og", "-g"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["-O3"]) + +elif env["platform"] == "ios": + if env["ios_simulator"]: + sdk_name = "iphonesimulator" + env.Append(CCFLAGS=["-mios-simulator-version-min=10.0"]) + else: + sdk_name = "iphoneos" + env.Append(CCFLAGS=["-miphoneos-version-min=10.0"]) + + try: + sdk_path = decode_utf8(subprocess.check_output(["xcrun", "--sdk", sdk_name, "--show-sdk-path"]).strip()) + except (subprocess.CalledProcessError, OSError): + raise ValueError("Failed to find SDK path while running xcrun --sdk {} --show-sdk-path.".format(sdk_name)) + + compiler_path = env["IPHONEPATH"] + "/usr/bin/" + env["ENV"]["PATH"] = env["IPHONEPATH"] + "/Developer/usr/bin/:" + env["ENV"]["PATH"] + + env["CC"] = compiler_path + "clang" + env["CXX"] = compiler_path + "clang++" + env["AR"] = compiler_path + "ar" + env["RANLIB"] = compiler_path + "ranlib" + env["SHLIBSUFFIX"] = ".dylib" + + env.Append(CCFLAGS=["-arch", env["ios_arch"], "-isysroot", sdk_path]) + env.Append( + LINKFLAGS=[ + "-arch", + env["ios_arch"], + "-Wl,-undefined,dynamic_lookup", + "-isysroot", + sdk_path, + "-F" + sdk_path, + ] + ) + + if env["target"] == "debug": + env.Append(CCFLAGS=["-Og", "-g"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["-O3"]) + +elif env["platform"] == "windows": + if host_platform == "windows" and not env["use_mingw"]: + # MSVC + env.Append(LINKFLAGS=["/WX"]) + if env["target"] == "debug": + env.Append(CCFLAGS=["/Z7", "/Od", "/EHsc", "/D_DEBUG", "/MDd"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["/O2", "/EHsc", "/DNDEBUG", "/MD"]) + + elif host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx": + # Cross-compilation using MinGW + if env["bits"] == "64": + env["CXX"] = "x86_64-w64-mingw32-g++" + env["AR"] = "x86_64-w64-mingw32-ar" + env["RANLIB"] = "x86_64-w64-mingw32-ranlib" + env["LINK"] = "x86_64-w64-mingw32-g++" + elif env["bits"] == "32": + env["CXX"] = "i686-w64-mingw32-g++" + env["AR"] = "i686-w64-mingw32-ar" + env["RANLIB"] = "i686-w64-mingw32-ranlib" + env["LINK"] = "i686-w64-mingw32-g++" + + elif host_platform == "windows" and env["use_mingw"]: + # Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff. + env = Environment(ENV=os.environ, tools=["mingw"]) + opts.Update(env) + + # Still need to use C++14. + env.Append(CCFLAGS=["-std=c++14"]) + # Don't want lib prefixes + env["IMPLIBPREFIX"] = "" + env["SHLIBPREFIX"] = "" + + env["SPAWN"] = mySpawn + env.Replace(ARFLAGS=["q"]) + + # Native or cross-compilation using MinGW + if host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx" or env["use_mingw"]: + # These options are for a release build even using target=debug + env.Append(CCFLAGS=["-O3", "-Wwrite-strings"]) + env.Append( + LINKFLAGS=[ + "--static", + "-Wl,--no-undefined", + "-static-libgcc", + "-static-libstdc++", + ] + ) + +elif env["platform"] == "android": + if host_platform == "windows": + # Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff. + env = Environment(ENV=os.environ, tools=["mingw"]) + opts.Update(env) + + # Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other). + env["SPAWN"] = mySpawn + env.Replace(ARFLAGS=["q"]) + + # Verify NDK root + if not "ANDROID_NDK_ROOT" in env: + raise ValueError( + "To build for Android, ANDROID_NDK_ROOT must be defined. Please set ANDROID_NDK_ROOT to the root folder of your Android NDK installation." + ) + + # Validate API level + api_level = int(env["android_api_level"]) + if env["android_arch"] in ["x86_64", "arm64v8"] and api_level < 21: + print("WARN: 64-bit Android architectures require an API level of at least 21; setting android_api_level=21") + env["android_api_level"] = "21" + api_level = 21 + + # Setup toolchain + toolchain = env["ANDROID_NDK_ROOT"] + "/toolchains/llvm/prebuilt/" + if host_platform == "windows": + toolchain += "windows" + import platform as pltfm + + if pltfm.machine().endswith("64"): + toolchain += "-x86_64" + elif host_platform == "linux": + toolchain += "linux-x86_64" + elif host_platform == "osx": + toolchain += "darwin-x86_64" + env.PrependENVPath("PATH", toolchain + "/bin") # This does nothing half of the time, but we'll put it here anyways + + # Get architecture info + arch_info_table = { + "armv7": { + "march": "armv7-a", + "target": "armv7a-linux-androideabi", + "tool_path": "arm-linux-androideabi", + "compiler_path": "armv7a-linux-androideabi", + "ccflags": ["-mfpu=neon"], + }, + "arm64v8": { + "march": "armv8-a", + "target": "aarch64-linux-android", + "tool_path": "aarch64-linux-android", + "compiler_path": "aarch64-linux-android", + "ccflags": [], + }, + "x86": { + "march": "i686", + "target": "i686-linux-android", + "tool_path": "i686-linux-android", + "compiler_path": "i686-linux-android", + "ccflags": ["-mstackrealign"], + }, + "x86_64": { + "march": "x86-64", + "target": "x86_64-linux-android", + "tool_path": "x86_64-linux-android", + "compiler_path": "x86_64-linux-android", + "ccflags": [], + }, + } + arch_info = arch_info_table[env["android_arch"]] + + # Setup tools + env["CC"] = toolchain + "/bin/clang" + env["CXX"] = toolchain + "/bin/clang++" + env["AR"] = toolchain + "/bin/llvm-ar" + env["AS"] = toolchain + "/bin/llvm-as" + env["LD"] = toolchain + "/bin/llvm-ld" + env["STRIP"] = toolchain + "/bin/llvm-strip" + env["RANLIB"] = toolchain + "/bin/llvm-ranlib" + env["SHLIBSUFFIX"] = ".so" + + env.Append( + CCFLAGS=[ + "--target=" + arch_info["target"] + env["android_api_level"], + "-march=" + arch_info["march"], + "-fPIC", + ] + ) + env.Append(CCFLAGS=arch_info["ccflags"]) + env.Append(LINKFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"]]) + + if env["target"] == "debug": + env.Append(CCFLAGS=["-Og", "-g"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["-O3"]) + +elif env["platform"] == "javascript": + env["ENV"] = os.environ + env["CC"] = "emcc" + env["CXX"] = "em++" + env["AR"] = "emar" + env["RANLIB"] = "emranlib" + env.Append(CPPFLAGS=["-s", "SIDE_MODULE=1"]) + env.Append(LINKFLAGS=["-s", "SIDE_MODULE=1"]) + env["SHOBJSUFFIX"] = ".bc" + env["SHLIBSUFFIX"] = ".wasm" + # Use TempFileMunge since some AR invocations are too long for cmd.exe. + # Use POSIX-style paths, required with TempFileMunge. + env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix") + env["ARCOM"] = "${TEMPFILE(ARCOM_POSIX)}" + + # All intermediate files are just LLVM bitcode. + env["OBJPREFIX"] = "" + env["OBJSUFFIX"] = ".bc" + env["PROGPREFIX"] = "" + # Program() output consists of multiple files, so specify suffixes manually at builder. + env["PROGSUFFIX"] = "" + env["LIBPREFIX"] = "lib" + env["LIBSUFFIX"] = ".a" + env["LIBPREFIXES"] = ["$LIBPREFIX"] + env["LIBSUFFIXES"] = ["$LIBSUFFIX"] + env.Replace(SHLINKFLAGS="$LINKFLAGS") + env.Replace(SHLINKFLAGS="$LINKFLAGS") + + if env["target"] == "debug": + env.Append(CCFLAGS=["-O0", "-g"]) + elif env["target"] == "release": + env.Append(CCFLAGS=["-O3"]) + +# Cache +scons_cache_path = os.environ.get("SCONS_CACHE") +if scons_cache_path is not None: + CacheDir(scons_cache_path) + Decider("MD5") + +# Generate bindings +env.Append(BUILDERS={"GenerateBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)}) +json_api_file = "" + +if "custom_api_file" in env: + json_api_file = env["custom_api_file"] +else: + json_api_file = os.path.join(os.getcwd(), env["headers_dir"], "api.json") + +bindings = env.GenerateBindings( + env.Dir("."), [json_api_file, "binding_generator.py"] +) + +# Forces bindings regeneration. +if env["generate_bindings"]: + AlwaysBuild(bindings) + NoCache(bindings) + +# Includes +env.Append(CPPPATH=[[env.Dir(d) for d in [".", env["headers_dir"], "include", "include/gen", "include/core"]]]) + +# Sources to compile +sources = [] +add_sources(sources, "src/core", "cpp") +sources.extend(f for f in bindings if str(f).endswith(".cpp")) + +arch_suffix = env["bits"] +if env["platform"] == "android": + arch_suffix = env["android_arch"] +elif env["platform"] == "ios": + arch_suffix = env["ios_arch"] + if env["ios_simulator"]: + arch_suffix += ".simulator" +elif env["platform"] == "osx": + if env["macos_arch"] != "universal": + arch_suffix = env["macos_arch"] +elif env["platform"] == "javascript": + arch_suffix = "wasm" +# Expose it to projects that import this env. +env["arch_suffix"] = arch_suffix + +library = None +env["OBJSUFFIX"] = ".{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["OBJSUFFIX"]) +library_name = "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"]) + +if env["build_library"]: + library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources) + Default(library) + +env.Append(LIBPATH=[env.Dir("bin")]) +env.Append(LIBS=library_name) +Return("env") diff --git a/binding_generator.py b/binding_generator.py new file mode 100644 index 0000000..da4bb61 --- /dev/null +++ b/binding_generator.py @@ -0,0 +1,955 @@ +#!/usr/bin/env python +from __future__ import print_function +import json +import os +import errno +from pathlib import Path + +# Convenience function for using template get_node +def correct_method_name(method_list): + for method in method_list: + if method["name"] == "get_node": + method["name"] = "get_node_internal" + + +classes = [] + + +def get_file_list(api_filepath, output_dir, headers=False, sources=False): + global classes + files = [] + with open(api_filepath) as api_file: + classes = json.load(api_file) + include_gen_folder = Path(output_dir) / "include" / "gen" + source_gen_folder = Path(output_dir) / "src" / "gen" + for _class in classes: + header_filename = include_gen_folder / (strip_name(_class["name"]) + ".hpp") + source_filename = source_gen_folder / (strip_name(_class["name"]) + ".cpp") + if headers: + files.append(str(header_filename.as_posix())) + if sources: + files.append(str(source_filename.as_posix())) + icall_header_filename = include_gen_folder / "__icalls.hpp" + register_types_filename = source_gen_folder / "__register_types.cpp" + init_method_bindings_filename = source_gen_folder / "__init_method_bindings.cpp" + if headers: + files.append(str(icall_header_filename.as_posix())) + if sources: + files.append(str(register_types_filename.as_posix())) + files.append(str(init_method_bindings_filename.as_posix())) + return files + + +def print_file_list(api_filepath, output_dir, headers=False, sources=False): + for f in get_file_list(api_filepath, output_dir, headers, sources): + print(f, end=";") + + +def scons_emit_files(target, source, env): + files = [env.File(f) for f in get_file_list(str(source[0]), target[0].abspath, True, True)] + env.Clean(target, files) + env["godot_cpp_gen_dir"] = target[0].abspath + return files, source + + +def scons_generate_bindings(target, source, env): + generate_bindings(str(source[0]), env["generate_template_get_node"], env["godot_cpp_gen_dir"]) + return None + + +def generate_bindings(api_filepath, use_template_get_node, output_dir="."): + global classes + with open(api_filepath) as api_file: + classes = json.load(api_file) + + icalls = set() + include_gen_folder = Path(output_dir) / "include" / "gen" + source_gen_folder = Path(output_dir) / "src" / "gen" + + include_gen_folder.mkdir(parents=True, exist_ok=True) + source_gen_folder.mkdir(parents=True, exist_ok=True) + + for c in classes: + # print(c['name']) + used_classes = sorted(get_used_classes(c)) + if use_template_get_node and c["name"] == "Node": + correct_method_name(c["methods"]) + + header = generate_class_header(used_classes, c, use_template_get_node) + + impl = generate_class_implementation(icalls, used_classes, c, use_template_get_node) + + header_filename = include_gen_folder / (strip_name(c["name"]) + ".hpp") + with header_filename.open("w+") as header_file: + header_file.write(header) + + source_filename = source_gen_folder / (strip_name(c["name"]) + ".cpp") + with source_filename.open("w+") as source_file: + source_file.write(impl) + + icall_header_filename = include_gen_folder / "__icalls.hpp" + with icall_header_filename.open("w+") as icall_header_file: + icall_header_file.write(generate_icall_header(icalls)) + + register_types_filename = source_gen_folder / "__register_types.cpp" + with register_types_filename.open("w+") as register_types_file: + register_types_file.write(generate_type_registry(classes)) + + init_method_bindings_filename = source_gen_folder / "__init_method_bindings.cpp" + with init_method_bindings_filename.open("w+") as init_method_bindings_file: + init_method_bindings_file.write(generate_init_method_bindings(classes)) + + +def is_reference_type(t): + for c in classes: + if c["name"] != t: + continue + if c["is_reference"]: + return True + return False + + +def make_gdnative_type(t, ref_allowed): + if is_enum(t): + return remove_enum_prefix(t) + " " + elif is_class_type(t): + if is_reference_type(t) and ref_allowed: + return "Ref<" + strip_name(t) + "> " + else: + return strip_name(t) + " *" + else: + if t == "int": + return "int64_t " + if t == "float" or t == "real": + return "real_t " + return strip_name(t) + " " + + +def generate_class_header(used_classes, c, use_template_get_node): + + source = [] + source.append("#ifndef GODOT_CPP_" + strip_name(c["name"]).upper() + "_HPP") + source.append("#define GODOT_CPP_" + strip_name(c["name"]).upper() + "_HPP") + source.append("") + source.append("") + + source.append("#include ") + source.append("#include ") + source.append("") + + source.append("#include ") + + class_name = strip_name(c["name"]) + + # Ref is not included in object.h in Godot either, + # so don't include it here because it's not needed + if class_name != "Object" and class_name != "Reference": + source.append("#include ") + ref_allowed = True + else: + source.append("#include ") + ref_allowed = False + + included = [] + + for used_class in used_classes: + if is_enum(used_class) and is_nested_type(used_class): + used_class_name = remove_enum_prefix(extract_nested_type(used_class)) + if used_class_name not in included: + included.append(used_class_name) + source.append('#include "' + used_class_name + '.hpp"') + elif is_enum(used_class) and is_nested_type(used_class) and not is_nested_type(used_class, class_name): + used_class_name = remove_enum_prefix(used_class) + if used_class_name not in included: + included.append(used_class_name) + source.append('#include "' + used_class_name + '.hpp"') + + source.append("") + + if c["base_class"] != "": + source.append('#include "' + strip_name(c["base_class"]) + '.hpp"') + + source.append("namespace godot {") + source.append("") + + for used_type in used_classes: + if is_enum(used_type) or is_nested_type(used_type, class_name): + continue + else: + source.append("class " + strip_name(used_type) + ";") + + source.append("") + + vararg_templates = "" + + # generate the class definition here + source.append( + "class " + + class_name + + (" : public _Wrapped" if c["base_class"] == "" else (" : public " + strip_name(c["base_class"]))) + + " {" + ) + + if c["base_class"] == "": + source.append("public: enum { ___CLASS_IS_SCRIPT = 0, };") + source.append("") + source.append("private:") + + if c["singleton"]: + source.append("\tstatic " + class_name + " *_singleton;") + source.append("") + source.append("\t" + class_name + "();") + source.append("") + + # Generate method table + source.append("\tstruct ___method_bindings {") + + for method in c["methods"]: + source.append("\t\tgodot_method_bind *mb_" + method["name"] + ";") + + source.append("\t};") + source.append("\tstatic ___method_bindings ___mb;") + source.append("\tstatic void *_detail_class_tag;") + source.append("") + source.append("public:") + source.append("\tstatic void ___init_method_bindings();") + + # class id from core engine for casting + source.append("\tinline static size_t ___get_id() { return (size_t)_detail_class_tag; }") + + source.append("") + + if c["singleton"]: + source.append("\tstatic inline " + class_name + " *get_singleton()") + source.append("\t{") + source.append("\t\tif (!" + class_name + "::_singleton) {") + source.append("\t\t\t" + class_name + "::_singleton = new " + class_name + ";") + source.append("\t\t}") + source.append("\t\treturn " + class_name + "::_singleton;") + source.append("\t}") + source.append("") + + # godot::api->godot_global_get_singleton((char *) \"" + strip_name(c["name"]) + "\");" + + # class name: + # Two versions needed needed because when the user implements a custom class, + # we want to override `___get_class_name` while `___get_godot_class_name` can keep returning the base name + source.append( + '\tstatic inline const char *___get_class_name() { return (const char *) "' + strip_name(c["name"]) + '"; }' + ) + source.append( + '\tstatic inline const char *___get_godot_class_name() { return (const char *) "' + + strip_name(c["name"]) + + '"; }' + ) + + source.append( + "\tstatic inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }" + ) + + enum_values = [] + + source.append("\n\t// enums") + for enum in c["enums"]: + source.append("\tenum " + strip_name(enum["name"]) + " {") + for value in enum["values"]: + source.append("\t\t" + remove_nested_type_prefix(value) + " = " + str(enum["values"][value]) + ",") + enum_values.append(value) + source.append("\t};") + + source.append("\n\t// constants") + + for name in c["constants"]: + if name not in enum_values: + source.append("\tconst static int " + name + " = " + str(c["constants"][name]) + ";") + + if c["instanciable"]: + source.append("") + source.append("") + source.append("\tstatic " + class_name + " *_new();") + + source.append("\n\t// methods") + + if class_name == "Object": + source.append("#ifndef GODOT_CPP_NO_OBJECT_CAST") + source.append("\ttemplate") + source.append("\tstatic T *cast_to(const Object *obj);") + source.append("#endif") + source.append("") + + for method in c["methods"]: + method_signature = "" + + # TODO decide what to do about virtual methods + # method_signature += "virtual " if method["is_virtual"] else "" + method_signature += make_gdnative_type(method["return_type"], ref_allowed) + method_name = escape_cpp(method["name"]) + method_signature += method_name + "(" + + has_default_argument = False + method_arguments = "" + + for i, argument in enumerate(method["arguments"]): + method_signature += "const " + make_gdnative_type(argument["type"], ref_allowed) + argument_name = escape_cpp(argument["name"]) + method_signature += argument_name + method_arguments += argument_name + + # default arguments + def escape_default_arg(_type, default_value): + if _type == "Color": + return "Color(" + default_value + ")" + if _type == "bool" or _type == "int": + return default_value.lower() + if _type == "Array": + return "Array()" + if _type in [ + "PoolVector2Array", + "PoolStringArray", + "PoolVector3Array", + "PoolColorArray", + "PoolIntArray", + "PoolRealArray", + "PoolByteArray", + ]: + return _type + "()" + if _type == "Vector2": + return "Vector2" + default_value + if _type == "Vector3": + return "Vector3" + default_value + if _type == "Transform": + return "Transform()" + if _type == "Transform2D": + return "Transform2D()" + if _type == "Rect2": + return "Rect2" + default_value + if _type == "Variant": + return "Variant()" if default_value == "Null" else default_value + if _type == "String" or _type == "NodePath": + return '"' + default_value + '"' + if _type == "RID": + return "RID()" + + if default_value == "Null" or default_value == "[Object:null]": + return "nullptr" + + return default_value + + if argument["has_default_value"] or has_default_argument: + method_signature += " = " + escape_default_arg(argument["type"], argument["default_value"]) + has_default_argument = True + + if i != len(method["arguments"]) - 1: + method_signature += ", " + method_arguments += "," + + if method["has_varargs"]: + if len(method["arguments"]) > 0: + method_signature += ", " + method_arguments += ", " + vararg_templates += ( + "\ttemplate " + + method_signature + + "Args... args){\n\t\treturn " + + method_name + + "(" + + method_arguments + + "Array::make(args...));\n\t}\n" + "" + ) + method_signature += "const Array& __var_args = Array()" + + method_signature += ")" + (" const" if method["is_const"] else "") + + source.append("\t" + method_signature + ";") + + source.append(vararg_templates) + + if use_template_get_node and class_name == "Node": + # Extra definition for template get_node that calls the renamed get_node_internal; has a default template parameter for backwards compatibility. + source.append("\ttemplate ") + source.append("\tT *get_node(const NodePath path) const {") + source.append("\t\treturn Object::cast_to(get_node_internal(path));") + source.append("\t}") + + source.append("};") + source.append("") + + # ...And a specialized version so we don't unnecessarily cast when using the default. + source.append("template <>") + source.append("inline Node *Node::get_node(const NodePath path) const {") + source.append("\treturn get_node_internal(path);") + source.append("}") + source.append("") + else: + source.append("};") + source.append("") + + source.append("}") + source.append("") + + source.append("#endif") + + return "\n".join(source) + + +def generate_class_implementation(icalls, used_classes, c, use_template_get_node): + class_name = strip_name(c["name"]) + + ref_allowed = class_name != "Object" and class_name != "Reference" + + source = [] + source.append('#include "' + class_name + '.hpp"') + source.append("") + source.append("") + + source.append("#include ") + source.append("#include ") + source.append("#include ") + + source.append("#include ") + source.append("") + + source.append('#include "__icalls.hpp"') + source.append("") + source.append("") + + for used_class in used_classes: + if is_enum(used_class): + continue + else: + source.append('#include "' + strip_name(used_class) + '.hpp"') + + source.append("") + source.append("") + + source.append("namespace godot {") + + core_object_name = "this" + + source.append("") + source.append("") + + if c["singleton"]: + source.append("" + class_name + " *" + class_name + "::_singleton = NULL;") + source.append("") + source.append("") + + # FIXME Test if inlining has a huge impact on binary size + source.append(class_name + "::" + class_name + "() {") + source.append('\t_owner = godot::api->godot_global_get_singleton((char *) "' + strip_name(c["name"]) + '");') + source.append("}") + + source.append("") + source.append("") + + # Method table initialization + source.append(class_name + "::___method_bindings " + class_name + "::___mb = {};") + source.append("") + + source.append("void *" + class_name + "::_detail_class_tag = nullptr;") + source.append("") + + source.append("void " + class_name + "::___init_method_bindings() {") + + for method in c["methods"]: + source.append( + "\t___mb.mb_" + + method["name"] + + ' = godot::api->godot_method_bind_get_method("' + + c["name"] + + '", "' + + ("get_node" if use_template_get_node and method["name"] == "get_node_internal" else method["name"]) + + '");' + ) + + source.append("\tgodot_string_name class_name;") + source.append('\tgodot::api->godot_string_name_new_data(&class_name, "' + c["name"] + '");') + source.append("\t_detail_class_tag = godot::core_1_2_api->godot_get_class_tag(&class_name);") + source.append("\tgodot::api->godot_string_name_destroy(&class_name);") + + source.append("}") + source.append("") + + if c["instanciable"]: + source.append(class_name + " *" + strip_name(c["name"]) + "::_new()") + source.append("{") + source.append( + "\treturn (" + + class_name + + ' *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, godot::api->godot_get_class_constructor((char *)"' + + c["name"] + + '")());' + ) + source.append("}") + + for method in c["methods"]: + method_signature = "" + + method_signature += make_gdnative_type(method["return_type"], ref_allowed) + method_signature += strip_name(c["name"]) + "::" + escape_cpp(method["name"]) + "(" + + for i, argument in enumerate(method["arguments"]): + method_signature += "const " + make_gdnative_type(argument["type"], ref_allowed) + method_signature += escape_cpp(argument["name"]) + + if i != len(method["arguments"]) - 1: + method_signature += ", " + + if method["has_varargs"]: + if len(method["arguments"]) > 0: + method_signature += ", " + method_signature += "const Array& __var_args" + + method_signature += ")" + (" const" if method["is_const"] else "") + + source.append(method_signature + " {") + + if method["name"] == "free": + # dirty hack because Object::free is marked virtual but doesn't actually exist... + source.append("\tgodot::api->godot_object_destroy(_owner);") + source.append("}") + source.append("") + continue + + return_statement = "" + return_type_is_ref = is_reference_type(method["return_type"]) and ref_allowed + + if method["return_type"] != "void": + if is_class_type(method["return_type"]): + if is_enum(method["return_type"]): + return_statement += "return (" + remove_enum_prefix(method["return_type"]) + ") " + elif return_type_is_ref: + return_statement += "return Ref<" + strip_name(method["return_type"]) + ">::__internal_constructor(" + else: + return_statement += "return " + ( + "(" + strip_name(method["return_type"]) + " *) " if is_class_type(method["return_type"]) else "" + ) + else: + return_statement += "return " + + def get_icall_type_name(name): + if is_enum(name): + return "int" + if is_class_type(name): + return "Object" + return name + + if method["has_varargs"]: + + if len(method["arguments"]) != 0: + source.append("\tVariant __given_args[" + str(len(method["arguments"])) + "];") + + for i, argument in enumerate(method["arguments"]): + source.append("\tgodot::api->godot_variant_new_nil((godot_variant *) &__given_args[" + str(i) + "]);") + + source.append("") + + for i, argument in enumerate(method["arguments"]): + source.append("\t__given_args[" + str(i) + "] = " + escape_cpp(argument["name"]) + ";") + + source.append("") + + size = "" + if method["has_varargs"]: + size = "(__var_args.size() + " + str(len(method["arguments"])) + ")" + else: + size = "(" + str(len(method["arguments"])) + ")" + + source.append( + "\tgodot_variant **__args = (godot_variant **) alloca(sizeof(godot_variant *) * " + size + ");" + ) + + source.append("") + + for i, argument in enumerate(method["arguments"]): + source.append("\t__args[" + str(i) + "] = (godot_variant *) &__given_args[" + str(i) + "];") + + source.append("") + + if method["has_varargs"]: + source.append("\tfor (int i = 0; i < __var_args.size(); i++) {") + source.append( + "\t\t__args[i + " + + str(len(method["arguments"])) + + "] = (godot_variant *) &((Array &) __var_args)[i];" + ) + source.append("\t}") + + source.append("") + + source.append("\tVariant __result;") + source.append( + "\t*(godot_variant *) &__result = godot::api->godot_method_bind_call(___mb.mb_" + + method["name"] + + ", ((const Object *) " + + core_object_name + + ")->_owner, (const godot_variant **) __args, " + + size + + ", nullptr);" + ) + + source.append("") + + if is_class_type(method["return_type"]): + source.append("\tObject *obj = Object::___get_from_variant(__result);") + source.append('\tif (obj->has_method("reference"))') + source.append('\t\tobj->callv("reference", Array());') + + source.append("") + + for i, argument in enumerate(method["arguments"]): + source.append("\tgodot::api->godot_variant_destroy((godot_variant *) &__given_args[" + str(i) + "]);") + + source.append("") + + if method["return_type"] != "void": + cast = "" + if is_class_type(method["return_type"]): + if return_type_is_ref: + cast += "Ref<" + strip_name(method["return_type"]) + ">::__internal_constructor(__result);" + else: + cast += ( + "(" + + strip_name(method["return_type"]) + + " *) " + + strip_name(method["return_type"] + "::___get_from_variant(") + + "__result);" + ) + else: + cast += "__result;" + source.append("\treturn " + cast) + + else: + + args = [] + for arg in method["arguments"]: + args.append(get_icall_type_name(arg["type"])) + + icall_ret_type = get_icall_type_name(method["return_type"]) + + icall_sig = tuple((icall_ret_type, tuple(args))) + + icalls.add(icall_sig) + + icall_name = get_icall_name(icall_sig) + + return_statement += icall_name + "(___mb.mb_" + method["name"] + ", (const Object *) " + core_object_name + + for arg in method["arguments"]: + arg_is_ref = is_reference_type(arg["type"]) and ref_allowed + return_statement += ", " + escape_cpp(arg["name"]) + (".ptr()" if arg_is_ref else "") + + return_statement += ")" + + if return_type_is_ref: + return_statement += ")" + + source.append("\t" + return_statement + ";") + + source.append("}") + source.append("") + + source.append("}") + + return "\n".join(source) + + +def generate_icall_header(icalls): + + source = [] + source.append("#ifndef GODOT_CPP__ICALLS_HPP") + source.append("#define GODOT_CPP__ICALLS_HPP") + + source.append("") + + source.append("#include ") + source.append("#include ") + source.append("") + + source.append("#include ") + source.append("#include ") + source.append('#include "Object.hpp"') + source.append("") + source.append("") + + source.append("namespace godot {") + source.append("") + + for icall in icalls: + ret_type = icall[0] + args = icall[1] + + method_signature = "static inline " + + method_signature += ( + get_icall_return_type(ret_type) + get_icall_name(icall) + "(godot_method_bind *mb, const Object *inst" + ) + + for i, arg in enumerate(args): + method_signature += ", const " + + if is_core_type(arg): + method_signature += arg + "&" + elif arg == "int": + method_signature += "int64_t " + elif arg == "float": + method_signature += "double " + elif is_primitive(arg): + method_signature += arg + " " + else: + method_signature += "Object *" + + method_signature += "arg" + str(i) + + method_signature += ")" + + source.append(method_signature + " {") + + if ret_type != "void": + source.append( + "\t" + ("godot_object *" if is_class_type(ret_type) else get_icall_return_type(ret_type)) + "ret;" + ) + if is_class_type(ret_type): + source.append("\tret = nullptr;") + + source.append("\tconst void *args[" + ("1" if len(args) == 0 else "") + "] = {") + + for i, arg in enumerate(args): + + wrapped_argument = "\t\t" + if is_primitive(arg) or is_core_type(arg): + wrapped_argument += "(void *) &arg" + str(i) + else: + wrapped_argument += "(void *) (arg" + str(i) + ") ? arg" + str(i) + "->_owner : nullptr" + + wrapped_argument += "," + source.append(wrapped_argument) + + source.append("\t};") + source.append("") + + source.append( + "\tgodot::api->godot_method_bind_ptrcall(mb, inst->_owner, args, " + + ("nullptr" if ret_type == "void" else "&ret") + + ");" + ) + + if ret_type != "void": + if is_class_type(ret_type): + source.append("\tif (ret) {") + source.append( + "\t\treturn (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, ret);" + ) + source.append("\t}") + source.append("") + source.append("\treturn (Object *) ret;") + else: + source.append("\treturn ret;") + + source.append("}") + source.append("") + + source.append("}") + source.append("") + + source.append("#endif") + + return "\n".join(source) + + +def generate_type_registry(classes): + source = [] + + source.append('#include "TagDB.hpp"') + source.append("#include ") + source.append("\n") + + for c in classes: + source.append("#include <" + strip_name(c["name"]) + ".hpp>") + + source.append("") + source.append("") + + source.append("namespace godot {") + + source.append("void ___register_types()") + source.append("{") + + for c in classes: + class_name = strip_name(c["name"]) + base_class_name = strip_name(c["base_class"]) + + class_type_hash = "typeid(" + class_name + ").hash_code()" + + base_class_type_hash = "typeid(" + base_class_name + ").hash_code()" + + if base_class_name == "": + base_class_type_hash = "0" + + source.append( + '\tgodot::_TagDB::register_global_type("' + + c["name"] + + '", ' + + class_type_hash + + ", " + + base_class_type_hash + + ");" + ) + + source.append("}") + + source.append("") + source.append("}") + + return "\n".join(source) + + +def generate_init_method_bindings(classes): + source = [] + + for c in classes: + source.append("#include <" + strip_name(c["name"]) + ".hpp>") + + source.append("") + source.append("") + + source.append("namespace godot {") + + source.append("void ___init_method_bindings()") + source.append("{") + + for c in classes: + source.append("\t" + strip_name(c["name"]) + "::___init_method_bindings();") + + source.append("}") + + source.append("") + source.append("}") + + return "\n".join(source) + + +def get_icall_return_type(t): + if is_class_type(t): + return "Object *" + if t == "int": + return "int64_t " + if t == "float" or t == "real": + return "double " + return t + " " + + +def get_icall_name(sig): + ret_type = sig[0] + args = sig[1] + + name = "___godot_icall_" + name += strip_name(ret_type) + for arg in args: + name += "_" + strip_name(arg) + + return name + + +def get_used_classes(c): + classes = [] + for method in c["methods"]: + if is_class_type(method["return_type"]) and not (method["return_type"] in classes): + classes.append(method["return_type"]) + + for arg in method["arguments"]: + if is_class_type(arg["type"]) and not (arg["type"] in classes): + classes.append(arg["type"]) + return classes + + +def strip_name(name): + if len(name) == 0: + return name + if name[0] == "_": + return name[1:] + return name + + +def extract_nested_type(nested_type): + return strip_name(nested_type[: nested_type.find("::")]) + + +def remove_nested_type_prefix(name): + return name if name.find("::") == -1 else strip_name(name[name.find("::") + 2 :]) + + +def remove_enum_prefix(name): + return strip_name(name[name.find("enum.") + 5 :]) + + +def is_nested_type(name, type=""): + return name.find(type + "::") != -1 + + +def is_enum(name): + return name.find("enum.") == 0 + + +def is_class_type(name): + return not is_core_type(name) and not is_primitive(name) + + +def is_core_type(name): + core_types = [ + "Array", + "Basis", + "Color", + "Dictionary", + "Error", + "NodePath", + "Plane", + "PoolByteArray", + "PoolIntArray", + "PoolRealArray", + "PoolStringArray", + "PoolVector2Array", + "PoolVector3Array", + "PoolColorArray", + "PoolIntArray", + "PoolRealArray", + "Quat", + "Rect2", + "AABB", + "RID", + "String", + "Transform", + "Transform2D", + "Variant", + "Vector2", + "Vector3", + ] + return name in core_types + + +def is_primitive(name): + core_types = ["int", "bool", "real", "float", "void"] + return name in core_types + + +def escape_cpp(name): + escapes = { + "class": "_class", + "enum": "_enum", + "char": "_char", + "short": "_short", + "bool": "_bool", + "int": "_int", + "default": "_default", + "case": "_case", + "switch": "_switch", + "export": "_export", + "template": "_template", + "new": "new_", + "operator": "_operator", + "typename": "_typename", + } + if name in escapes: + return escapes[name] + return name diff --git a/include/core/AABB.hpp b/include/core/AABB.hpp new file mode 100644 index 0000000..5d2f921 --- /dev/null +++ b/include/core/AABB.hpp @@ -0,0 +1,110 @@ +/*************************************************************************/ +/* AABB.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 AABB_H +#define AABB_H + +#include "Vector3.hpp" + +#include "Plane.hpp" + +#include + +namespace godot { + +class AABB { +public: + Vector3 position; + Vector3 size; + + real_t get_area() const; /// get area + inline bool has_no_area() const { + return (size.x <= CMP_EPSILON || size.y <= CMP_EPSILON || size.z <= CMP_EPSILON); + } + + inline bool has_no_surface() const { + return (size.x <= CMP_EPSILON && size.y <= CMP_EPSILON && size.z <= CMP_EPSILON); + } + + inline const Vector3 &get_position() const { return position; } + inline void set_position(const Vector3 &p_position) { position = p_position; } + inline const Vector3 &get_size() const { return size; } + inline void set_size(const Vector3 &p_size) { size = p_size; } + + bool operator==(const AABB &p_rval) const; + bool operator!=(const AABB &p_rval) const; + + bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap + bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap + bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this + + AABB merge(const AABB &p_with) const; + void merge_with(const AABB &p_aabb); ///merge with another AABB + AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs + bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const; + bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const; + bool smits_intersect_ray(const Vector3 &from, const Vector3 &p_dir, real_t t0, real_t t1) const; + + bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const; + bool intersects_plane(const Plane &p_plane) const; + + bool has_point(const Vector3 &p_point) const; + Vector3 get_support(const Vector3 &p_normal) const; + + Vector3 get_longest_axis() const; + int get_longest_axis_index() const; + real_t get_longest_axis_size() const; + + Vector3 get_shortest_axis() const; + int get_shortest_axis_index() const; + real_t get_shortest_axis_size() const; + + AABB grow(real_t p_by) const; + void grow_by(real_t p_amount); + + void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const; + Vector3 get_endpoint(int p_point) const; + + AABB expand(const Vector3 &p_vector) const; + void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const; + void expand_to(const Vector3 &p_vector); /** expand to contain a point if necesary */ + + operator String() const; + + inline AABB() {} + inline AABB(const Vector3 &p_pos, const Vector3 &p_size) { + position = p_pos; + size = p_size; + } +}; + +} // namespace godot + +#endif // RECT3_H diff --git a/include/core/Array.hpp b/include/core/Array.hpp new file mode 100644 index 0000000..06e70de --- /dev/null +++ b/include/core/Array.hpp @@ -0,0 +1,191 @@ +/*************************************************************************/ +/* Array.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 ARRAY_H +#define ARRAY_H + +#include + +#include "String.hpp" + +namespace godot { + +namespace helpers { +template +T append_all(T appendable, ValueT value) { + appendable.append(value); + return appendable; +} + +template +T append_all(T appendable, ValueT value, Args... args) { + appendable.append(value); + return append_all(appendable, args...); +} + +template +T append_all(T appendable) { + return appendable; +} + +template +KV add_all(KV kv, KeyT key, ValueT value) { + kv[key] = value; + return kv; +} + +template +KV add_all(KV kv, KeyT key, ValueT value, Args... args) { + kv[key] = value; + return add_all(kv, args...); +} + +template +KV add_all(KV kv) { + return kv; +} +} // namespace helpers + +class Variant; +class PoolByteArray; +class PoolIntArray; +class PoolRealArray; +class PoolStringArray; +class PoolVector2Array; +class PoolVector3Array; +class PoolColorArray; + +class Object; + +class Array { + godot_array _godot_array; + + friend class Variant; + friend class Dictionary; + friend class String; + inline explicit Array(const godot_array &other) { + _godot_array = other; + } + +public: + Array(); + Array(const Array &other); + Array &operator=(const Array &other); + + Array(const PoolByteArray &a); + + Array(const PoolIntArray &a); + + Array(const PoolRealArray &a); + + Array(const PoolStringArray &a); + + Array(const PoolVector2Array &a); + + Array(const PoolVector3Array &a); + + Array(const PoolColorArray &a); + + template + static Array make(Args... args) { + return helpers::append_all(Array(), args...); + } + + Variant &operator[](const int idx); + + const Variant &operator[](const int idx) const; + + void append(const Variant &v); + + void clear(); + + int count(const Variant &v); + + bool empty() const; + + void erase(const Variant &v); + + Variant front() const; + + Variant back() const; + + int find(const Variant &what, const int from = 0) const; + + int find_last(const Variant &what) const; + + bool has(const Variant &what) const; + + uint32_t hash() const; + + void insert(const int pos, const Variant &value); + + void invert(); + + bool is_shared() const; + + Variant pop_back(); + + Variant pop_front(); + + void push_back(const Variant &v); + + void push_front(const Variant &v); + + void remove(const int idx); + + int size() const; + + void resize(const int size); + + int rfind(const Variant &what, const int from = -1) const; + + void sort(); + + void sort_custom(Object *obj, const String &func); + + int bsearch(const Variant &value, const bool before = true); + + int bsearch_custom(const Variant &value, const Object *obj, + const String &func, const bool before = true); + + Array duplicate(const bool deep = false) const; + + Variant max() const; + + Variant min() const; + + void shuffle(); + + ~Array(); +}; + +} // namespace godot + +#endif // ARRAY_H diff --git a/include/core/Basis.hpp b/include/core/Basis.hpp new file mode 100644 index 0000000..719a223 --- /dev/null +++ b/include/core/Basis.hpp @@ -0,0 +1,458 @@ +/*************************************************************************/ +/* Basis.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 BASIS_H +#define BASIS_H + +#include + +#include "Defs.hpp" + +#include "Vector3.hpp" + +namespace godot { + +class Quat; + +class Basis { +private: + static const Basis IDENTITY; + static const Basis FLIP_X; + static const Basis FLIP_Y; + static const Basis FLIP_Z; + + // This helper template is for mimicking the behavior difference between the engine + // and script interfaces that logically script sees matrices as column major, while + // the engine stores them in row major to efficiently take advantage of SIMD + // instructions in case of matrix-vector multiplications. + // With this helper template native scripts see the data as if it was column major + // without actually transposing the basis matrix at the script-engine boundary. + template + class ColumnVector3 { + private: + template + class ColumnVectorComponent { + private: + Vector3 elements[3]; + + protected: + inline ColumnVectorComponent &operator=(const ColumnVectorComponent &p_value) { + return *this = real_t(p_value); + } + + inline ColumnVectorComponent(const ColumnVectorComponent &p_value) { + *this = real_t(p_value); + } + + inline ColumnVectorComponent &operator=(const real_t &p_value) { + elements[component][column1] = p_value; + return *this; + } + + inline operator real_t() const { + return elements[component][column1]; + } + }; + + public: + enum Axis { + AXIS_X, + AXIS_Y, + AXIS_Z, + }; + + union { + ColumnVectorComponent x; + ColumnVectorComponent y; + ColumnVectorComponent z; + + Vector3 elements[3]; // Not for direct access, use [] operator instead + }; + + inline ColumnVector3 &operator=(const ColumnVector3 &p_value) { + return *this = Vector3(p_value); + } + + inline ColumnVector3(const ColumnVector3 &p_value) { + *this = Vector3(p_value); + } + + inline ColumnVector3 &operator=(const Vector3 &p_value) { + elements[0][column] = p_value.x; + elements[1][column] = p_value.y; + elements[2][column] = p_value.z; + return *this; + } + + inline operator Vector3() const { + return Vector3(elements[0][column], elements[1][column], elements[2][column]); + } + + // Unfortunately, we also need to replicate the other interfaces of Vector3 in + // order for being able to directly operate on these "meta-Vector3" objects without + // an explicit cast or an intermediate assignment to a real Vector3 object. + + inline const real_t &operator[](int p_axis) const { + return elements[p_axis][column]; + } + + inline real_t &operator[](int p_axis) { + return elements[p_axis][column]; + } + + inline ColumnVector3 &operator+=(const Vector3 &p_v) { + return *this = *this + p_v; + } + + inline Vector3 operator+(const Vector3 &p_v) const { + return Vector3(*this) + p_v; + } + + inline ColumnVector3 &operator-=(const Vector3 &p_v) { + return *this = *this - p_v; + } + + inline Vector3 operator-(const Vector3 &p_v) const { + return Vector3(*this) - p_v; + } + + inline ColumnVector3 &operator*=(const Vector3 &p_v) { + return *this = *this * p_v; + } + + inline Vector3 operator*(const Vector3 &p_v) const { + return Vector3(*this) * p_v; + } + + inline ColumnVector3 &operator/=(const Vector3 &p_v) { + return *this = *this / p_v; + } + + inline Vector3 operator/(const Vector3 &p_v) const { + return Vector3(*this) / p_v; + } + + inline ColumnVector3 &operator*=(real_t p_scalar) { + return *this = *this * p_scalar; + } + + inline Vector3 operator*(real_t p_scalar) const { + return Vector3(*this) * p_scalar; + } + + inline ColumnVector3 &operator/=(real_t p_scalar) { + return *this = *this / p_scalar; + } + + inline Vector3 operator/(real_t p_scalar) const { + return Vector3(*this) / p_scalar; + } + + inline Vector3 operator-() const { + return -Vector3(*this); + } + + inline bool operator==(const Vector3 &p_v) const { + return Vector3(*this) == p_v; + } + + inline bool operator!=(const Vector3 &p_v) const { + return Vector3(*this) != p_v; + } + + inline bool operator<(const Vector3 &p_v) const { + return Vector3(*this) < p_v; + } + + inline bool operator<=(const Vector3 &p_v) const { + return Vector3(*this) <= p_v; + } + + inline Vector3 abs() const { + return Vector3(*this).abs(); + } + + inline Vector3 ceil() const { + return Vector3(*this).ceil(); + } + + inline Vector3 cross(const Vector3 &b) const { + return Vector3(*this).cross(b); + } + + inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const { + return Vector3(*this).linear_interpolate(p_b, p_t); + } + + inline Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const { + return Vector3(*this).cubic_interpolate(b, pre_a, post_b, t); + } + + inline Vector3 bounce(const Vector3 &p_normal) const { + return Vector3(*this).bounce(p_normal); + } + + inline real_t length() const { + return Vector3(*this).length(); + } + + inline real_t length_squared() const { + return Vector3(*this).length_squared(); + } + + inline real_t distance_squared_to(const Vector3 &b) const { + return Vector3(*this).distance_squared_to(b); + } + + inline real_t distance_to(const Vector3 &b) const { + return Vector3(*this).distance_to(b); + } + + inline real_t dot(const Vector3 &b) const { + return Vector3(*this).dot(b); + } + + inline real_t angle_to(const Vector3 &b) const { + return Vector3(*this).angle_to(b); + } + + inline Vector3 floor() const { + return Vector3(*this).floor(); + } + + inline Vector3 inverse() const { + return Vector3(*this).inverse(); + } + + inline bool is_normalized() const { + return Vector3(*this).is_normalized(); + } + + inline Basis outer(const Vector3 &b) const { + return Vector3(*this).outer(b); + } + + inline int max_axis() const { + return Vector3(*this).max_axis(); + } + + inline int min_axis() const { + return Vector3(*this).min_axis(); + } + + inline void normalize() { + Vector3 v = *this; + v.normalize(); + *this = v; + } + + inline Vector3 normalized() const { + return Vector3(*this).normalized(); + } + + inline Vector3 reflect(const Vector3 &by) const { + return Vector3(*this).reflect(by); + } + + inline Vector3 rotated(const Vector3 &axis, const real_t phi) const { + return Vector3(*this).rotated(axis, phi); + } + + inline void rotate(const Vector3 &p_axis, real_t p_phi) { + Vector3 v = *this; + v.rotate(p_axis, p_phi); + *this = v; + } + + inline Vector3 slide(const Vector3 &by) const { + return Vector3(*this).slide(by); + } + + inline void snap(real_t p_val) { + Vector3 v = *this; + v.snap(p_val); + *this = v; + } + + inline Vector3 snapped(const float by) { + return Vector3(*this).snapped(by); + } + + inline operator String() const { + return String(Vector3(*this)); + } + }; + +public: + union { + ColumnVector3<0> x; + ColumnVector3<1> y; + ColumnVector3<2> z; + + Vector3 elements[3]; // Not for direct access, use [] operator instead + }; + + inline Basis(const Basis &p_basis) { + elements[0] = p_basis.elements[0]; + elements[1] = p_basis.elements[1]; + elements[2] = p_basis.elements[2]; + } + + inline Basis &operator=(const Basis &p_basis) { + elements[0] = p_basis.elements[0]; + elements[1] = p_basis.elements[1]; + elements[2] = p_basis.elements[2]; + return *this; + } + + Basis(const Quat &p_quat); // euler + Basis(const Vector3 &p_euler); // euler + Basis(const Vector3 &p_axis, real_t p_phi); + + Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2); + + Basis(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); + + Basis(); + + const Vector3 operator[](int axis) const { + return get_axis(axis); + } + + ColumnVector3<0> &operator[](int axis) { + // We need to do a little pointer magic to get this to work, because the + // ColumnVector3 template takes the axis as a template parameter. + // Don't touch this unless you're sure what you're doing! + return (reinterpret_cast(reinterpret_cast(this) + axis))->x; + } + + void invert(); + + bool isequal_approx(const Basis &a, const Basis &b) const; + + bool is_orthogonal() const; + + bool is_rotation() const; + + void transpose(); + + Basis inverse() const; + + Basis transposed() const; + + real_t determinant() const; + + Vector3 get_axis(int p_axis) const; + + void set_axis(int p_axis, const Vector3 &p_value); + + void rotate(const Vector3 &p_axis, real_t p_phi); + + Basis rotated(const Vector3 &p_axis, real_t p_phi) const; + + void scale(const Vector3 &p_scale); + + Basis scaled(const Vector3 &p_scale) const; + + Vector3 get_scale() const; + + Basis slerp(Basis b, float t) const; + + Vector3 get_euler_xyz() const; + void set_euler_xyz(const Vector3 &p_euler); + Vector3 get_euler_yxz() const; + void set_euler_yxz(const Vector3 &p_euler); + + inline Vector3 get_euler() const { return get_euler_yxz(); } + inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } + + // transposed dot products + real_t tdotx(const Vector3 &v) const; + real_t tdoty(const Vector3 &v) const; + real_t tdotz(const Vector3 &v) const; + + bool operator==(const Basis &p_matrix) const; + + bool operator!=(const Basis &p_matrix) const; + + Vector3 xform(const Vector3 &p_vector) const; + + Vector3 xform_inv(const Vector3 &p_vector) const; + void operator*=(const Basis &p_matrix); + + Basis operator*(const Basis &p_matrix) const; + + void operator+=(const Basis &p_matrix); + + Basis operator+(const Basis &p_matrix) const; + + void operator-=(const Basis &p_matrix); + + Basis operator-(const Basis &p_matrix) const; + + void operator*=(real_t p_val); + + Basis operator*(real_t p_val) const; + + int get_orthogonal_index() const; // down below + + void set_orthogonal_index(int p_index); // down below + + operator String() const; + + void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const; + + /* create / set */ + + 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); + + Vector3 get_column(int i) const; + + Vector3 get_row(int i) const; + Vector3 get_main_diagonal() const; + + void set_row(int i, const Vector3 &p_row); + + Basis transpose_xform(const Basis &m) const; + + void orthonormalize(); + + Basis orthonormalized() const; + + bool is_symmetric() const; + + Basis diagonalize(); + + operator Quat() const; +}; + +} // namespace godot + +#endif // BASIS_H diff --git a/include/core/CameraMatrix.hpp b/include/core/CameraMatrix.hpp new file mode 100644 index 0000000..035f53b --- /dev/null +++ b/include/core/CameraMatrix.hpp @@ -0,0 +1,124 @@ +/*************************************************************************/ +/* CameraMatrix.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 CAMERA_MATRIX_H +#define CAMERA_MATRIX_H + +#include "Defs.hpp" +#include "Math.hpp" +#include "Plane.hpp" +#include "Rect2.hpp" +#include "Transform.hpp" + +#include + +namespace { +using namespace godot; +} // namespace + +struct CameraMatrix { + enum Planes { + PLANE_NEAR, + PLANE_FAR, + PLANE_LEFT, + PLANE_TOP, + PLANE_RIGHT, + PLANE_BOTTOM + }; + + real_t matrix[4][4]; + + void set_identity(); + void set_zero(); + void set_light_bias(); + void set_light_atlas_rect(const Rect2 &p_rect); + void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false); + void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist); + void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far); + void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar); + void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false); + void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far); + void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false); + + static real_t get_fovy(real_t p_fovx, real_t p_aspect) { + return Math::rad2deg(atan(p_aspect * tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0); + } + + static inline double absd(double g) { + union { + double d; + uint64_t i; + } u; + u.d = g; + u.i &= (uint64_t)9223372036854775807ll; + return u.d; + } + + real_t get_z_far() const; + real_t get_z_near() const; + real_t get_aspect() const; + real_t get_fov() const; + bool is_orthogonal() const; + + std::vector get_projection_planes(const Transform &p_transform) const; + + bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const; + Vector2 get_viewport_half_extents() const; + + void invert(); + CameraMatrix inverse() const; + + CameraMatrix operator*(const CameraMatrix &p_matrix) const; + + Plane xform4(const Plane &p_vec4) const; + inline Vector3 xform(const Vector3 &p_vec3) const; + + operator String() const; + + void scale_translate_to_fit(const AABB &p_aabb); + void make_scale(const Vector3 &p_scale); + int get_pixels_per_meter(int p_for_pixel_width) const; + operator Transform() const; + + CameraMatrix(); + CameraMatrix(const Transform &p_transform); + ~CameraMatrix(); +}; + +Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const { + Vector3 ret; + ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0]; + ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1]; + ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2]; + real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3]; + return ret / w; +} + +#endif diff --git a/include/core/Color.hpp b/include/core/Color.hpp new file mode 100644 index 0000000..0432275 --- /dev/null +++ b/include/core/Color.hpp @@ -0,0 +1,171 @@ +/*************************************************************************/ +/* Color.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 COLOR_H +#define COLOR_H + +#include + +#include + +#include "Defs.hpp" +#include "String.hpp" + +namespace godot { + +struct Color { +private: + // static float _parse_col(const String& p_str, int p_ofs); +public: + union { + struct { + float r; + float g; + float b; + float a; + }; + float components[4]; + }; + + inline bool operator==(const Color &p_color) const { return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a); } + inline bool operator!=(const Color &p_color) const { return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a); } + + uint32_t to_32() const; + + uint32_t to_ARGB32() const; + + uint32_t to_ABGR32() const; + + uint64_t to_ABGR64() const; + + uint64_t to_ARGB64() const; + + uint32_t to_RGBA32() const; + + uint64_t to_RGBA64() const; + + float gray() const; + + uint8_t get_r8() const; + + uint8_t get_g8() const; + + uint8_t get_b8() const; + + uint8_t get_a8() const; + + float get_h() const; + + float get_s() const; + + float get_v() const; + + void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); + + Color darkened(const float amount) const; + + Color lightened(const float amount) const; + + Color from_hsv(float p_h, float p_s, float p_v, float p_a = 1.0) const; + + inline float &operator[](int idx) { + return components[idx]; + } + inline const float &operator[](int idx) const { + return components[idx]; + } + + Color operator+(const Color &p_color) const; + void operator+=(const Color &p_color); + + Color operator-() const; + Color operator-(const Color &p_color) const; + void operator-=(const Color &p_color); + + Color operator*(const Color &p_color) const; + Color operator*(const real_t &rvalue) const; + void operator*=(const Color &p_color); + void operator*=(const real_t &rvalue); + + Color operator/(const Color &p_color) const; + Color operator/(const real_t &rvalue) const; + void operator/=(const Color &p_color); + void operator/=(const real_t &rvalue); + + void invert(); + + void contrast(); + + Color inverted() const; + + Color contrasted() const; + + Color linear_interpolate(const Color &p_b, float p_t) const; + + Color blend(const Color &p_over) const; + + Color to_linear() const; + + static Color hex(uint32_t p_hex); + + static Color html(const String &p_color); + + static bool html_is_valid(const String &p_color); + + String to_html(bool p_alpha = true) const; + + bool operator<(const Color &p_color) const; //used in set keys + + operator String() const; + + /** + * No construct parameters, r=0, g=0, b=0. a=255 + */ + inline Color() { + r = 0; + g = 0; + b = 0; + a = 1.0; + } + + /** + * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0 + */ + inline Color(float p_r, float p_g, float p_b, float p_a = 1.0) { + r = p_r; + g = p_g; + b = p_b; + a = p_a; + } +}; + +} // namespace godot + +#endif // COLOR_H diff --git a/include/core/CoreTypes.hpp b/include/core/CoreTypes.hpp new file mode 100644 index 0000000..165cef2 --- /dev/null +++ b/include/core/CoreTypes.hpp @@ -0,0 +1,56 @@ +/*************************************************************************/ +/* CoreTypes.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 CORETYPES_H +#define CORETYPES_H + +#include "Defs.hpp" + +#include "AABB.hpp" +#include "Array.hpp" +#include "Basis.hpp" +#include "Color.hpp" +#include "Dictionary.hpp" +#include "NodePath.hpp" +#include "Plane.hpp" +#include "PoolArrays.hpp" +#include "Quat.hpp" +#include "RID.hpp" +#include "Rect2.hpp" +#include "String.hpp" +#include "Transform.hpp" +#include "Transform2D.hpp" +#include "Variant.hpp" +#include "Vector2.hpp" +#include "Vector3.hpp" + +#include "Wrapped.hpp" + +#endif // CORETYPES_H diff --git a/include/core/Defs.hpp b/include/core/Defs.hpp new file mode 100644 index 0000000..a70e615 --- /dev/null +++ b/include/core/Defs.hpp @@ -0,0 +1,298 @@ +/*************************************************************************/ +/* Defs.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 DEFS_H +#define DEFS_H + +namespace godot { + +enum class Error { + OK, + FAILED, ///< Generic fail error + ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable + ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet + ERR_UNAUTHORIZED, ///< Missing credentials for requested resource + ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5) + ERR_OUT_OF_MEMORY, ///< Out of memory + ERR_FILE_NOT_FOUND, + ERR_FILE_BAD_DRIVE, + ERR_FILE_BAD_PATH, + ERR_FILE_NO_PERMISSION, // (10) + ERR_FILE_ALREADY_IN_USE, + ERR_FILE_CANT_OPEN, + ERR_FILE_CANT_WRITE, + ERR_FILE_CANT_READ, + ERR_FILE_UNRECOGNIZED, // (15) + ERR_FILE_CORRUPT, + ERR_FILE_MISSING_DEPENDENCIES, + ERR_FILE_EOF, + ERR_CANT_OPEN, ///< Can't open a resource/socket/file + ERR_CANT_CREATE, // (20) + ERR_QUERY_FAILED, + ERR_ALREADY_IN_USE, + ERR_LOCKED, ///< resource is locked + ERR_TIMEOUT, + ERR_CANT_CONNECT, // (25) + ERR_CANT_RESOLVE, + ERR_CONNECTION_ERROR, + ERR_CANT_AQUIRE_RESOURCE, + ERR_CANT_FORK, + ERR_INVALID_DATA, ///< Data passed is invalid (30) + ERR_INVALID_PARAMETER, ///< Parameter passed is invalid + ERR_ALREADY_EXISTS, ///< When adding, item already exists + ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist + ERR_DATABASE_CANT_READ, ///< database is full + ERR_DATABASE_CANT_WRITE, ///< database is full (35) + ERR_COMPILATION_FAILED, + ERR_METHOD_NOT_FOUND, + ERR_LINK_FAILED, + ERR_SCRIPT_FAILED, + ERR_CYCLIC_LINK, // (40) + ERR_INVALID_DECLARATION, + ERR_DUPLICATE_SYMBOL, + ERR_PARSE_ERROR, + ERR_BUSY, + ERR_SKIP, // (45) + ERR_HELP, ///< user requested help!! + ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior. + ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames +}; + +} // namespace godot + +#include + +// alloca() is non-standard. When using MSVC, it's in malloc.h. +#if defined(__linux__) || defined(__APPLE__) +#include +#else +#include +#endif + +typedef float real_t; + +// This epsilon should match the one used by Godot for consistency. +// Using `f` when `real_t` is float. +#define CMP_EPSILON 0.00001f +#define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON) + +#define Math_PI 3.1415926535897932384626433833 +#define Math_TAU 6.2831853071795864769252867666 + +#define _PLANE_EQ_DOT_EPSILON 0.999 +#define _PLANE_EQ_D_EPSILON 0.0001 + +#ifdef __GNUC__ +#define likely(x) __builtin_expect(!!(x), 1) +#define unlikely(x) __builtin_expect(!!(x), 0) +#else +#define likely(x) x +#define unlikely(x) x +#endif + +// Don't use this directly; instead, use any of the CRASH_* macros +#ifdef _MSC_VER +#define GENERATE_TRAP \ + __debugbreak(); \ + /* Avoid warning about control paths */ \ + for (;;) { \ + } +#else +#define GENERATE_TRAP __builtin_trap(); +#endif + +// ERR/WARN macros +#ifndef WARN_PRINT +#define WARN_PRINT(msg) godot::Godot::print_warning(msg, __func__, __FILE__, __LINE__) +#endif + +#ifndef WARN_PRINTS +#define WARN_PRINTS(msg) WARN_PRINT((msg).utf8().get_data()) +#endif + +#ifndef ERR_PRINT +#define ERR_PRINT(msg) godot::Godot::print_error(msg, __func__, __FILE__, __LINE__) +#endif + +#ifndef ERR_PRINTS +#define ERR_PRINTS(msg) ERR_PRINT((msg).utf8().get_data()) +#endif + +#ifndef FATAL_PRINT +#define FATAL_PRINT(msg) ERR_PRINT(godot::String("FATAL: ") + (msg)) +#endif + +#ifndef ERR_MSG_INDEX +#define ERR_MSG_INDEX(index, size) (godot::String("Index ") + #index + "=" + godot::String::num_int64(index) + " out of size (" + #size + "=" + godot::String::num_int64(size) + ")") +#endif + +#ifndef ERR_MSG_NULL +#define ERR_MSG_NULL(param) (godot::String("Parameter '") + #param + "' is null.") +#endif + +#ifndef ERR_MSG_COND +#define ERR_MSG_COND(cond) (godot::String("Condition '") + #cond + "' is true.") +#endif + +#ifndef ERR_FAIL_INDEX +#define ERR_FAIL_INDEX(index, size) \ + do { \ + if (unlikely((index) < 0 || (index) >= (size))) { \ + ERR_PRINT(ERR_MSG_INDEX(index, size)); \ + return; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_INDEX_V +#define ERR_FAIL_INDEX_V(index, size, ret) \ + do { \ + if (unlikely((index) < 0 || (index) >= (size))) { \ + ERR_PRINT(ERR_MSG_INDEX(index, size)); \ + return ret; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_UNSIGNED_INDEX_V +#define ERR_FAIL_UNSIGNED_INDEX_V(index, size, ret) \ + do { \ + if (unlikely((index) >= (size))) { \ + ERR_PRINT(ERR_MSG_INDEX(index, size)); \ + return ret; \ + } \ + } while (0) +#endif + +#ifndef CRASH_BAD_INDEX +#define CRASH_BAD_INDEX(index, size) \ + do { \ + if (unlikely((index) < 0 || (index) >= (size))) { \ + FATAL_PRINT(ERR_MSG_INDEX(index, size)); \ + GENERATE_TRAP; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_NULL +#define ERR_FAIL_NULL(param) \ + do { \ + if (unlikely(!param)) { \ + ERR_PRINT(ERR_MSG_NULL(param)); \ + return; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_NULL_V +#define ERR_FAIL_NULL_V(param, ret) \ + do { \ + if (unlikely(!param)) { \ + ERR_PRINT(ERR_MSG_NULL(param)); \ + return ret; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_COND +#define ERR_FAIL_COND(cond) \ + do { \ + if (unlikely(cond)) { \ + ERR_PRINT(ERR_MSG_COND(cond)); \ + return; \ + } \ + } while (0) +#endif + +#ifndef CRASH_COND +#define CRASH_COND(cond) \ + do { \ + if (unlikely(cond)) { \ + FATAL_PRINT(ERR_MSG_COND(cond)); \ + GENERATE_TRAP; \ + } \ + } while (0) +#endif + +#ifndef ERR_FAIL_COND_V +#define ERR_FAIL_COND_V(cond, ret) \ + do { \ + if (unlikely(cond)) { \ + ERR_PRINT(ERR_MSG_COND(cond)); \ + return ret; \ + } \ + } while (0) +#endif + +#ifndef ERR_CONTINUE +#define ERR_CONTINUE(cond) \ + { \ + if (unlikely(cond)) { \ + ERR_PRINT(ERR_MSG_COND(cond)); \ + continue; \ + } \ + } +#endif + +#ifndef ERR_BREAK +#define ERR_BREAK(cond) \ + { \ + if (unlikely(cond)) { \ + ERR_PRINT(ERR_MSG_COND(cond)); \ + break; \ + } \ + } +#endif + +#ifndef ERR_FAIL +#define ERR_FAIL() \ + do { \ + ERR_PRINT("Method/Function Failed."); \ + return; \ + } while (0) +#endif + +#ifndef ERR_FAIL_V +#define ERR_FAIL_V(ret) \ + do { \ + ERR_PRINT("Method/Function Failed."); \ + return ret; \ + } while (0) +#endif + +#ifndef CRASH_NOW +#define CRASH_NOW() \ + do { \ + FATAL_PRINT("Method/Function Failed."); \ + GENERATE_TRAP; \ + } while (0) +#endif + +#endif // DEFS_H diff --git a/include/core/Dictionary.hpp b/include/core/Dictionary.hpp new file mode 100644 index 0000000..7f57587 --- /dev/null +++ b/include/core/Dictionary.hpp @@ -0,0 +1,89 @@ +/*************************************************************************/ +/* Dictionary.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 DICTIONARY_H +#define DICTIONARY_H + +#include "Variant.hpp" + +#include "Array.hpp" + +#include + +namespace godot { + +class Dictionary { + godot_dictionary _godot_dictionary; + + friend Variant::operator Dictionary() const; + inline explicit Dictionary(const godot_dictionary &other) { + _godot_dictionary = other; + } + +public: + Dictionary(); + Dictionary(const Dictionary &other); + Dictionary &operator=(const Dictionary &other); + + template + static Dictionary make(Args... args) { + return helpers::add_all(Dictionary(), args...); + } + + void clear(); + + bool empty() const; + + void erase(const Variant &key); + + bool has(const Variant &key) const; + + bool has_all(const Array &keys) const; + + uint32_t hash() const; + + Array keys() const; + + Variant &operator[](const Variant &key); + + const Variant &operator[](const Variant &key) const; + + int size() const; + + String to_json() const; + + Array values() const; + + ~Dictionary(); +}; + +} // namespace godot + +#endif // DICTIONARY_H diff --git a/include/core/Godot.hpp b/include/core/Godot.hpp new file mode 100644 index 0000000..34d297a --- /dev/null +++ b/include/core/Godot.hpp @@ -0,0 +1,619 @@ +/*************************************************************************/ +/* Godot.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 GODOT_HPP +#define GODOT_HPP + +#include +#include + +#include +#include +#include + +#include "CoreTypes.hpp" +#include "Ref.hpp" +#include "TagDB.hpp" +#include "Variant.hpp" + +#include "Object.hpp" + +#include "GodotGlobal.hpp" + +#include + +namespace godot { +namespace detail { + +// Godot classes are wrapped by heap-allocated instances mimicking them through the C API. +// They all inherit `_Wrapped`. +template +T *get_wrapper(godot_object *obj) { + return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj); +} + +// Custom class instances are not obtainable by just casting the pointer to the base class they inherit, +// partly because in Godot, scripts are not instances of the classes themselves, they are only attached to them. +// Yet we want to "fake" it as if they were the same entity. +template +T *get_custom_class_instance(const Object *obj) { + return (obj) ? (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner) : nullptr; +} + +template +inline T *create_custom_class_instance() { + // Usually, script instances hold a reference to their NativeScript resource. + // that resource is obtained from a `.gdns` file, which in turn exists because + // of the resource system of Godot. We can't cleanly hardcode that here, + // so the easiest for now (though not really clean) is to create new resource instances, + // individually attached to the script instances. + + // We cannot use wrappers because of https://github.com/godotengine/godot/issues/39181 + // godot::NativeScript *script = godot::NativeScript::_new(); + // script->set_library(get_wrapper((godot_object *)godot::gdnlib)); + // script->set_class_name(T::___get_class_name()); + + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + // So we use the C API directly. + static godot_class_constructor script_constructor = godot::api->godot_get_class_constructor("NativeScript"); + static godot_method_bind *mb_set_library = godot::api->godot_method_bind_get_method("NativeScript", "set_library"); + static godot_method_bind *mb_set_class_name = godot::api->godot_method_bind_get_method("NativeScript", "set_class_name"); + godot_object *script = script_constructor(); + { + const void *args[] = { godot::gdnlib }; + godot::api->godot_method_bind_ptrcall(mb_set_library, script, args, nullptr); + } + { + const String class_name = T::___get_class_name(); + const void *args[] = { &class_name }; + godot::api->godot_method_bind_ptrcall(mb_set_class_name, script, args, nullptr); + } + + // Now to instanciate T, we initially did this, however in case of Reference it returns a variant with refcount + // already initialized, which woud cause inconsistent behavior compared to other classes (we still have to return a pointer). + //Variant instance_variant = script->new_(); + //T *instance = godot::get_custom_class_instance(instance_variant); + + // So we should do this instead, however while convenient, it uses unnecessary wrapper objects. + // Object *base_obj = T::___new_godot_base(); + // base_obj->set_script(script); + // return get_custom_class_instance(base_obj); + + // Again using the C API to do exactly what we have to do. + static godot_class_constructor base_constructor = godot::api->godot_get_class_constructor(T::___get_godot_class_name()); + static godot_method_bind *mb_set_script = godot::api->godot_method_bind_get_method("Object", "set_script"); + godot_object *base_obj = base_constructor(); + { + const void *args[] = { script }; + godot::api->godot_method_bind_ptrcall(mb_set_script, base_obj, args, nullptr); + } + + return (T *)godot::nativescript_api->godot_nativescript_get_userdata(base_obj); +} + +} // namespace detail + +// Used in the definition of a custom class. +// +// Name: Name of your class, without namespace +// Base: Name of the direct base class, with namespace if necessary +// +// ___get_class_name: Name of the class +// ___get_godot_class_name: Name of the Godot base class this class inherits from (i.e not direct) +// _new: Creates a new instance of the class +// ___get_id: Gets the unique ID of the class. Godot and custom classes are both within that set. +// ___get_base_id: Gets the ID of the direct base class, as returned by ___get_id +// ___get_base_class_name: Name of the direct base class +// ___get_from_variant: Converts a Variant into an Object*. Will be non-null if the class matches. +#define GODOT_CLASS(Name, Base) \ + \ +public: \ + inline static const char *___get_class_name() { return #Name; } \ + enum { ___CLASS_IS_SCRIPT = 1 }; \ + inline static const char *___get_godot_class_name() { \ + return Base::___get_godot_class_name(); \ + } \ + inline static Name *_new() { \ + return godot::detail::create_custom_class_instance(); \ + } \ + inline static size_t ___get_id() { return typeid(Name).hash_code(); } \ + inline static size_t ___get_base_id() { return Base::___get_id(); } \ + inline static const char *___get_base_class_name() { return Base::___get_class_name(); } \ + inline static godot::Object *___get_from_variant(godot::Variant a) { \ + return (godot::Object *)godot::detail::get_custom_class_instance( \ + godot::Object::___get_from_variant(a)); \ + } \ + \ +private: + +// Legacy compatibility +#define GODOT_SUBCLASS(Name, Base) GODOT_CLASS(Name, Base) + +template +struct _ArgCast { + static T _arg_cast(Variant a) { + return a; + } +}; + +template +struct _ArgCast { + static T *_arg_cast(Variant a) { + return (T *)T::___get_from_variant(a); + } +}; + +template <> +struct _ArgCast { + static Variant _arg_cast(Variant a) { + return a; + } +}; + +// instance and destroy funcs + +template +void *_godot_class_instance_func(godot_object *p, void * /*method_data*/) { + T *d = new T(); + d->_owner = p; + d->_type_tag = typeid(T).hash_code(); + d->_init(); + return d; +} + +template +void _godot_class_destroy_func(godot_object * /*p*/, void * /*method_data*/, void *data) { + T *d = (T *)data; + delete d; +} + +template +void register_class() { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + godot_instance_create_func create = {}; + create.create_func = _godot_class_instance_func; + + godot_instance_destroy_func destroy = {}; + destroy.destroy_func = _godot_class_destroy_func; + + _TagDB::register_type(T::___get_id(), T::___get_base_id()); + + godot::nativescript_api->godot_nativescript_register_class(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), T::___get_base_class_name(), create, destroy); + + godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), (const void *)T::___get_id()); + + T::_register_methods(); +} + +template +void register_tool_class() { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + godot_instance_create_func create = {}; + create.create_func = _godot_class_instance_func; + + godot_instance_destroy_func destroy = {}; + destroy.destroy_func = _godot_class_destroy_func; + + _TagDB::register_type(T::___get_id(), T::___get_base_id()); + + godot::nativescript_api->godot_nativescript_register_tool_class(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), T::___get_base_class_name(), create, destroy); + + godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), (const void *)T::___get_id()); + + T::_register_methods(); +} + +// method registering + +typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *, int, godot_variant **); + +template +const char *___get_method_class_name(R (T::*p)(args... a)) { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + (void)p; // To avoid "unused parameter" warnings. `p` is required for template matching. + return T::___get_class_name(); +} + +// This second version is also required to match constant functions +template +const char *___get_method_class_name(R (T::*p)(args... a) const) { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + (void)p; // To avoid "unused parameter" warnings. `p` is required for template matching. + return T::___get_class_name(); +} + +// Okay, time for some template magic. +// Many thanks to manpat from the GDL Discord Server. + +// This is stuff that's available in C++14 I think, but whatever. + +template +struct __Sequence {}; + +template +struct __construct_sequence { + using type = typename __construct_sequence::type; +}; + +template +struct __construct_sequence<0, I...> { + using type = __Sequence; +}; + +// Now the wrapping part. +template +struct _WrappedMethod { + R(T::*f) + (As...); + + template + void apply(Variant *ret, T *obj, Variant **args, __Sequence) { + *ret = (obj->*f)(_ArgCast::_arg_cast(*args[I])...); + } +}; + +template +struct _WrappedMethod { + void (T::*f)(As...); + + template + void apply(Variant * /*ret*/, T *obj, Variant **args, __Sequence) { + (obj->*f)(_ArgCast::_arg_cast(*args[I])...); + } +}; + +template +godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int /*num_args*/, godot_variant **args) { + godot_variant v; + godot::api->godot_variant_new_nil(&v); + + T *obj = (T *)user_data; + _WrappedMethod *method = (_WrappedMethod *)method_data; + + Variant *var = (Variant *)&v; + Variant **arg = (Variant **)args; + + method->apply(var, obj, arg, typename __construct_sequence::type{}); + + return v; +} + +template +void *___make_wrapper_function(R (T::*f)(As...)) { + using MethodType = _WrappedMethod; + MethodType *p = (MethodType *)godot::api->godot_alloc(sizeof(MethodType)); + p->f = f; + return (void *)p; +} + +template +__godot_wrapper_method ___get_wrapper_function(R (T::* /*f*/)(As...)) { + return (__godot_wrapper_method)&__wrapped_method; +} + +template +void *___make_wrapper_function(R (T::*f)(A...) const) { + return ___make_wrapper_function((R(T::*)(A...))f); +} + +template +__godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const) { + return ___get_wrapper_function((R(T::*)(A...))f); +} + +template +void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { + godot_instance_method method = {}; + method.method_data = ___make_wrapper_function(method_ptr); + method.free_func = godot::api->godot_free; + method.method = (__godot_wrapper_method)___get_wrapper_function(method_ptr); + + godot_method_attributes attr = {}; + attr.rpc_type = rpc_type; + + godot::nativescript_api->godot_nativescript_register_method(godot::_RegisterState::nativescript_handle, + ___get_method_class_name(method_ptr), name, attr, method); +} + +// User can specify a derived class D to register the method for, instead of it being inferred. +template +void register_method_explicit(const char *name, R (B::*method_ptr)(As...), + godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { + static_assert(std::is_base_of::value, "Explicit class must derive from method class"); + register_method(name, static_cast(method_ptr), rpc_type); +} + +template +struct _PropertySetFunc { + void (T::*f)(P); + static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) { + _PropertySetFunc *set_func = (_PropertySetFunc *)method_data; + T *obj = (T *)user_data; + + Variant *v = (Variant *)value; + + (obj->*(set_func->f))(_ArgCast

::_arg_cast(*v)); + } +}; + +template +struct _PropertyGetFunc { + P(T::*f) + (); + static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) { + _PropertyGetFunc *get_func = (_PropertyGetFunc *)method_data; + T *obj = (T *)user_data; + + godot_variant var; + godot::api->godot_variant_new_nil(&var); + + Variant *v = (Variant *)&var; + + *v = (obj->*(get_func->f))(); + + return var; + } +}; + +template +struct _PropertyDefaultSetFunc { + P(T::*f); + static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) { + _PropertyDefaultSetFunc *set_func = (_PropertyDefaultSetFunc *)method_data; + T *obj = (T *)user_data; + + Variant *v = (Variant *)value; + + (obj->*(set_func->f)) = _ArgCast

::_arg_cast(*v); + } +}; + +template +struct _PropertyDefaultGetFunc { + P(T::*f); + static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) { + _PropertyDefaultGetFunc *get_func = (_PropertyDefaultGetFunc *)method_data; + T *obj = (T *)user_data; + + godot_variant var; + godot::api->godot_variant_new_nil(&var); + + Variant *v = (Variant *)&var; + + *v = (obj->*(get_func->f)); + + return var; + } +}; + +template +void register_property(const char *name, P(T::*var), P default_value, + godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, + godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, + godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + Variant def_val = default_value; + + usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE); + + if (def_val.get_type() == Variant::OBJECT) { + Object *o = detail::get_wrapper(def_val.operator godot_object *()); + if (o && o->is_class("Resource")) { + hint = (godot_property_hint)((int)hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE); + hint_string = o->get_class(); + } + } + + godot_string *_hint_string = (godot_string *)&hint_string; + + godot_property_attributes attr = {}; + if (def_val.get_type() == Variant::NIL) { + attr.type = Variant::OBJECT; + } else { + attr.type = def_val.get_type(); + attr.default_value = *(godot_variant *)&def_val; + } + + attr.hint = hint; + attr.rset_type = rpc_mode; + attr.usage = usage; + attr.hint_string = *_hint_string; + + _PropertyDefaultSetFunc *wrapped_set = + (_PropertyDefaultSetFunc *)godot::api->godot_alloc(sizeof(_PropertyDefaultSetFunc)); + wrapped_set->f = var; + + _PropertyDefaultGetFunc *wrapped_get = + (_PropertyDefaultGetFunc *)godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc)); + wrapped_get->f = var; + + godot_property_set_func set_func = {}; + set_func.method_data = (void *)wrapped_set; + set_func.free_func = godot::api->godot_free; + set_func.set_func = &_PropertyDefaultSetFunc::_wrapped_setter; + + godot_property_get_func get_func = {}; + get_func.method_data = (void *)wrapped_get; + get_func.free_func = godot::api->godot_free; + get_func.get_func = &_PropertyDefaultGetFunc::_wrapped_getter; + + godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), name, &attr, set_func, get_func); +} + +template +void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, + godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, + godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, + godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + Variant def_val = default_value; + + godot_string *_hint_string = (godot_string *)&hint_string; + + godot_property_attributes attr = {}; + if (def_val.get_type() == Variant::NIL) { + attr.type = Variant::OBJECT; + } else { + attr.type = def_val.get_type(); + attr.default_value = *(godot_variant *)&def_val; + } + attr.hint = hint; + attr.rset_type = rpc_mode; + attr.usage = usage; + attr.hint_string = *_hint_string; + + _PropertySetFunc *wrapped_set = (_PropertySetFunc *)godot::api->godot_alloc(sizeof(_PropertySetFunc)); + wrapped_set->f = setter; + + _PropertyGetFunc *wrapped_get = (_PropertyGetFunc *)godot::api->godot_alloc(sizeof(_PropertyGetFunc)); + wrapped_get->f = getter; + + godot_property_set_func set_func = {}; + set_func.method_data = (void *)wrapped_set; + set_func.free_func = godot::api->godot_free; + set_func.set_func = &_PropertySetFunc::_wrapped_setter; + + godot_property_get_func get_func = {}; + get_func.method_data = (void *)wrapped_get; + get_func.free_func = godot::api->godot_free; + get_func.get_func = &_PropertyGetFunc::_wrapped_getter; + + godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), name, &attr, set_func, get_func); +} + +template +void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, + godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, + godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, + godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { + register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string); +} + +template +void register_signal(String name, Dictionary args) { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + godot_signal signal = {}; + signal.name = *(godot_string *)&name; + signal.num_args = args.size(); + signal.num_default_args = 0; + + // Need to check because malloc(0) is platform-dependent. Zero arguments will leave args to nullptr. + if (signal.num_args != 0) { + signal.args = (godot_signal_argument *)godot::api->godot_alloc(sizeof(godot_signal_argument) * signal.num_args); + memset((void *)signal.args, 0, sizeof(godot_signal_argument) * signal.num_args); + } + + for (int i = 0; i < signal.num_args; i++) { + // Array entry = args[i]; + // String name = entry[0]; + String name = args.keys()[i]; + godot_string *_key = (godot_string *)&name; + godot::api->godot_string_new_copy(&signal.args[i].name, _key); + + // if (entry.size() > 1) { + // signal.args[i].type = entry[1]; + // } + signal.args[i].type = args.values()[i]; + } + + godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), &signal); + + for (int i = 0; i < signal.num_args; i++) { + godot::api->godot_string_destroy(&signal.args[i].name); + } + + if (signal.args) { + godot::api->godot_free(signal.args); + } +} + +template +void register_signal(String name, Args... varargs) { + register_signal(name, Dictionary::make(varargs...)); +} + +template +void register_signal(String name) { + static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); + + godot_signal signal = {}; + signal.name = *(godot_string *)&name; + + godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle, + T::___get_class_name(), &signal); +} + +#ifndef GODOT_CPP_NO_OBJECT_CAST +template +T *Object::cast_to(const Object *obj) { + if (!obj) + return nullptr; + + if (T::___CLASS_IS_SCRIPT) { + size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner); + if (have_tag) { + if (!godot::_TagDB::is_type_known((size_t)have_tag)) { + have_tag = 0; + } + } + + if (!have_tag) { + have_tag = obj->_type_tag; + } + + if (godot::_TagDB::is_type_compatible(T::___get_id(), have_tag)) { + return detail::get_custom_class_instance(obj); + } + } else { + if (godot::core_1_2_api->godot_object_cast_to(obj->_owner, (void *)T::___get_id())) { + return (T *)obj; + } + } + + return nullptr; +} +#endif + +} // namespace godot + +#endif // GODOT_HPP diff --git a/include/core/GodotGlobal.hpp b/include/core/GodotGlobal.hpp new file mode 100644 index 0000000..847bf32 --- /dev/null +++ b/include/core/GodotGlobal.hpp @@ -0,0 +1,81 @@ +/*************************************************************************/ +/* GodotGlobal.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 GODOT_GLOBAL_HPP +#define GODOT_GLOBAL_HPP + +#include "Array.hpp" +#include "String.hpp" +#include + +namespace godot { + +extern "C" const godot_gdnative_core_api_struct *api; +extern "C" const godot_gdnative_core_1_1_api_struct *core_1_1_api; +extern "C" const godot_gdnative_core_1_2_api_struct *core_1_2_api; + +extern "C" const godot_gdnative_ext_nativescript_api_struct *nativescript_api; +extern "C" const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api; +extern "C" const godot_gdnative_ext_pluginscript_api_struct *pluginscript_api; +extern "C" const godot_gdnative_ext_android_api_struct *android_api; +extern "C" const godot_gdnative_ext_arvr_api_struct *arvr_api; +extern "C" const godot_gdnative_ext_videodecoder_api_struct *videodecoder_api; +extern "C" const godot_gdnative_ext_net_api_struct *net_api; +extern "C" const godot_gdnative_ext_net_3_2_api_struct *net_3_2_api; + +extern "C" const void *gdnlib; + +class Godot { +public: + static void print(const String &message); + static void print_warning(const String &description, const String &function, const String &file, int line); + static void print_error(const String &description, const String &function, const String &file, int line); + + static void gdnative_init(godot_gdnative_init_options *o); + static void gdnative_terminate(godot_gdnative_terminate_options *o); + static void nativescript_init(void *handle); + static void nativescript_terminate(void *handle); + + static void gdnative_profiling_add_data(const char *p_signature, uint64_t p_time); + + template + static void print(const String &fmt, Args... values) { + print(fmt.format(Array::make(values...))); + } +}; + +struct _RegisterState { + static void *nativescript_handle; + static int language_index; +}; + +} // namespace godot + +#endif diff --git a/include/core/GodotProfiling.hpp b/include/core/GodotProfiling.hpp new file mode 100644 index 0000000..124a830 --- /dev/null +++ b/include/core/GodotProfiling.hpp @@ -0,0 +1,63 @@ +/*************************************************************************/ +/* GodotProfiling.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 GODOT_PROFILING_HPP +#define GODOT_PROFILING_HPP + +#include "OS.hpp" + +namespace godot { + +class FunctionProfiling { + char signature[1024]; + uint64_t ticks; + +public: + FunctionProfiling(const char *p_function, const int p_line) { + snprintf(signature, 1024, "::%d::%s", p_line, p_function); + ticks = OS::get_singleton()->get_ticks_usec(); + } + ~FunctionProfiling() { + uint64_t t = OS::get_singleton()->get_ticks_usec() - ticks; + if (t > 0) { + Godot::gdnative_profiling_add_data(signature, t); + } + } +}; + +} // namespace godot + +#ifdef DEBUG_ENABLED +#define GODOT_PROFILING_FUNCTION FunctionProfiling __function_profiling(__FUNCTION__, __LINE__); +#else +#define GODOT_PROFILING_FUNCTION +#endif + +#endif diff --git a/include/core/Math.hpp b/include/core/Math.hpp new file mode 100644 index 0000000..f2468d3 --- /dev/null +++ b/include/core/Math.hpp @@ -0,0 +1,302 @@ +/*************************************************************************/ +/* Math.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 GODOT_MATH_H +#define GODOT_MATH_H + +#include "Defs.hpp" +#include + +namespace godot { +namespace Math { + +// Functions reproduced as in Godot's source code `math_funcs.h`. +// Some are overloads to automatically support changing real_t into either double or float in the way Godot does. + +inline double fmod(double p_x, double p_y) { + return ::fmod(p_x, p_y); +} +inline float fmod(float p_x, float p_y) { + return ::fmodf(p_x, p_y); +} + +inline double floor(double p_x) { + return ::floor(p_x); +} +inline float floor(float p_x) { + return ::floorf(p_x); +} + +inline double exp(double p_x) { + return ::exp(p_x); +} +inline float exp(float p_x) { + return ::expf(p_x); +} + +inline double sin(double p_x) { + return ::sin(p_x); +} +inline float sin(float p_x) { + return ::sinf(p_x); +} + +inline double cos(double p_x) { + return ::cos(p_x); +} +inline float cos(float p_x) { + return ::cosf(p_x); +} + +inline double tan(double p_x) { + return ::tan(p_x); +} +inline float tan(float p_x) { + return ::tanf(p_x); +} + +inline double asin(double p_x) { + return ::asin(p_x); +} +inline float asin(float p_x) { + return ::asinf(p_x); +} + +inline double acos(double p_x) { + return ::acos(p_x); +} +inline float acos(float p_x) { + return ::acosf(p_x); +} + +inline double atan(double p_x) { + return ::atan(p_x); +} +inline float atan(float p_x) { + return ::atanf(p_x); +} + +inline double atan2(double p_y, double p_x) { + return ::atan2(p_y, p_x); +} +inline float atan2(float p_y, float p_x) { + return ::atan2f(p_y, p_x); +} + +inline double sqrt(double p_x) { + return ::sqrt(p_x); +} +inline float sqrt(float p_x) { + return ::sqrtf(p_x); +} + +inline float lerp(float minv, float maxv, float t) { + return minv + t * (maxv - minv); +} +inline double lerp(double minv, double maxv, double t) { + return minv + t * (maxv - minv); +} + +inline double lerp_angle(double p_from, double p_to, double p_weight) { + double difference = fmod(p_to - p_from, Math_TAU); + double distance = fmod(2.0 * difference, Math_TAU) - difference; + return p_from + distance * p_weight; +} +inline float lerp_angle(float p_from, float p_to, float p_weight) { + float difference = fmod(p_to - p_from, (float)Math_TAU); + float distance = fmod(2.0f * difference, (float)Math_TAU) - difference; + return p_from + distance * p_weight; +} + +template +inline T clamp(T x, T minv, T maxv) { + if (x < minv) { + return minv; + } + if (x > maxv) { + return maxv; + } + return x; +} + +template +inline T min(T a, T b) { + return a < b ? a : b; +} + +template +inline T max(T a, T b) { + return a > b ? a : b; +} + +template +inline T sign(T x) { + return static_cast(x < 0 ? -1 : 1); +} + +inline double deg2rad(double p_y) { + return p_y * Math_PI / 180.0; +} +inline float deg2rad(float p_y) { + return p_y * static_cast(Math_PI) / 180.f; +} + +inline double rad2deg(double p_y) { + return p_y * 180.0 / Math_PI; +} +inline float rad2deg(float p_y) { + return p_y * 180.f / static_cast(Math_PI); +} + +inline double inverse_lerp(double p_from, double p_to, double p_value) { + return (p_value - p_from) / (p_to - p_from); +} +inline float inverse_lerp(float p_from, float p_to, float p_value) { + return (p_value - p_from) / (p_to - p_from); +} + +inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) { + return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); +} +inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) { + return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); +} + +inline bool is_equal_approx(real_t a, real_t b) { + // Check for exact equality first, required to handle "infinity" values. + if (a == b) { + return true; + } + // Then check for approximate equality. + real_t tolerance = CMP_EPSILON * std::abs(a); + if (tolerance < CMP_EPSILON) { + tolerance = CMP_EPSILON; + } + return std::abs(a - b) < tolerance; +} + +inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) { + // Check for exact equality first, required to handle "infinity" values. + if (a == b) { + return true; + } + // Then check for approximate equality. + return std::abs(a - b) < tolerance; +} + +inline bool is_zero_approx(real_t s) { + return std::abs(s) < CMP_EPSILON; +} + +inline double smoothstep(double p_from, double p_to, double p_weight) { + if (is_equal_approx(static_cast(p_from), static_cast(p_to))) { + return p_from; + } + double x = clamp((p_weight - p_from) / (p_to - p_from), 0.0, 1.0); + return x * x * (3.0 - 2.0 * x); +} +inline float smoothstep(float p_from, float p_to, float p_weight) { + if (is_equal_approx(p_from, p_to)) { + return p_from; + } + float x = clamp((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f); + return x * x * (3.0f - 2.0f * x); +} + +inline double move_toward(double p_from, double p_to, double p_delta) { + return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta; +} + +inline float move_toward(float p_from, float p_to, float p_delta) { + return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta; +} + +inline double linear2db(double p_linear) { + return log(p_linear) * 8.6858896380650365530225783783321; +} +inline float linear2db(float p_linear) { + return log(p_linear) * 8.6858896380650365530225783783321f; +} + +inline double db2linear(double p_db) { + return exp(p_db * 0.11512925464970228420089957273422); +} +inline float db2linear(float p_db) { + return exp(p_db * 0.11512925464970228420089957273422f); +} + +inline double round(double p_val) { + return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5); +} +inline float round(float p_val) { + return (p_val >= 0) ? floor(p_val + 0.5f) : -floor(-p_val + 0.5f); +} + +inline int64_t wrapi(int64_t value, int64_t min, int64_t max) { + int64_t range = max - min; + return range == 0 ? min : min + ((((value - min) % range) + range) % range); +} + +inline float wrapf(real_t value, real_t min, real_t max) { + const real_t range = max - min; + return is_zero_approx(range) ? min : value - (range * floor((value - min) / range)); +} + +inline float stepify(float p_value, float p_step) { + if (p_step != 0) { + p_value = floor(p_value / p_step + 0.5f) * p_step; + } + return p_value; +} +inline double stepify(double p_value, double p_step) { + if (p_step != 0) { + p_value = floor(p_value / p_step + 0.5) * p_step; + } + return p_value; +} + +inline unsigned int next_power_of_2(unsigned int x) { + if (x == 0) + return 0; + + --x; + x |= x >> 1; + x |= x >> 2; + x |= x >> 4; + x |= x >> 8; + x |= x >> 16; + + return ++x; +} + +} // namespace Math +} // namespace godot + +#endif // GODOT_MATH_H diff --git a/include/core/NodePath.hpp b/include/core/NodePath.hpp new file mode 100644 index 0000000..417320a --- /dev/null +++ b/include/core/NodePath.hpp @@ -0,0 +1,84 @@ +/*************************************************************************/ +/* NodePath.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 NODEPATH_H +#define NODEPATH_H + +#include "String.hpp" + +#include + +namespace godot { + +class NodePath { + godot_node_path _node_path; + + friend class Variant; + inline explicit NodePath(godot_node_path node_path) { + _node_path = node_path; + } + +public: + NodePath(); + + NodePath(const NodePath &other); + + NodePath(const String &from); + + NodePath(const char *contents); + + String get_name(const int idx) const; + + int get_name_count() const; + + String get_subname(const int idx) const; + + int get_subname_count() const; + + bool is_absolute() const; + + bool is_empty() const; + + NodePath get_as_property_path() const; + + String get_concatenated_subnames() const; + + operator String() const; + + void operator=(const NodePath &other); + + bool operator==(const NodePath &other); + + ~NodePath(); +}; + +} // namespace godot + +#endif // NODEPATH_H diff --git a/include/core/Plane.hpp b/include/core/Plane.hpp new file mode 100644 index 0000000..a3c55db --- /dev/null +++ b/include/core/Plane.hpp @@ -0,0 +1,98 @@ +/*************************************************************************/ +/* Plane.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 PLANE_H +#define PLANE_H + +#include "Vector3.hpp" + +#include + +namespace godot { + +enum ClockDirection { + + CLOCKWISE, + COUNTERCLOCKWISE +}; + +class Plane { +public: + Vector3 normal; + real_t d; + + void set_normal(const Vector3 &p_normal); + + inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision + + void normalize(); + + Plane normalized() const; + + /* Plane-Point operations */ + + inline Vector3 center() const { return normal * d; } + Vector3 get_any_point() const; + Vector3 get_any_perpendicular_normal() const; + + bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane + real_t distance_to(const Vector3 &p_point) const; + bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const; + + /* intersections */ + + bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const; + bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const; + bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const; + + Vector3 project(const Vector3 &p_point) const; + + /* misc */ + + inline Plane operator-() const { return Plane(-normal, -d); } + bool is_almost_like(const Plane &p_plane) const; + + bool operator==(const Plane &p_plane) const; + bool operator!=(const Plane &p_plane) const; + operator String() const; + + inline Plane() { d = 0; } + inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : + normal(p_a, p_b, p_c), + d(p_d) {} + + Plane(const Vector3 &p_normal, real_t p_d); + Plane(const Vector3 &p_point, const Vector3 &p_normal); + Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE); +}; + +} // namespace godot + +#endif // PLANE_H diff --git a/include/core/PoolArrays.hpp b/include/core/PoolArrays.hpp new file mode 100644 index 0000000..dff9540 --- /dev/null +++ b/include/core/PoolArrays.hpp @@ -0,0 +1,766 @@ +/*************************************************************************/ +/* PoolArrays.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 POOLARRAYS_H +#define POOLARRAYS_H + +#include "Defs.hpp" + +#include "Color.hpp" +#include "GodotGlobal.hpp" +#include "String.hpp" +#include "Vector2.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +class Array; + +class PoolByteArray { + godot_pool_byte_array _godot_array; + + friend class String; + friend class Variant; + inline explicit PoolByteArray(godot_pool_byte_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolByteArray; + godot_pool_byte_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_byte_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_byte_array_read_access_destroy(_read_access); + } + + inline const uint8_t *ptr() const { + return godot::api->godot_pool_byte_array_read_access_ptr(_read_access); + } + + inline const uint8_t &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolByteArray; + godot_pool_byte_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_byte_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_byte_array_write_access_destroy(_write_access); + } + + inline uint8_t *ptr() const { + return godot::api->godot_pool_byte_array_write_access_ptr(_write_access); + } + + inline uint8_t &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolByteArray(); + PoolByteArray(const PoolByteArray &p_other); + PoolByteArray &operator=(const PoolByteArray &p_other); + + PoolByteArray(const Array &array); + + Read read() const; + + Write write(); + + void append(const uint8_t data); + + void append_array(const PoolByteArray &array); + + int insert(const int idx, const uint8_t data); + + void invert(); + + void push_back(const uint8_t data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const uint8_t data); + + uint8_t operator[](const int idx); + + int size() const; + + ~PoolByteArray(); +}; + +class PoolIntArray { + godot_pool_int_array _godot_array; + + friend class Variant; + explicit inline PoolIntArray(godot_pool_int_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolIntArray; + godot_pool_int_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_int_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_int_array_read_access_destroy(_read_access); + } + + inline const int *ptr() const { + return godot::api->godot_pool_int_array_read_access_ptr(_read_access); + } + + inline const int &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolIntArray; + godot_pool_int_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_int_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_int_array_write_access_destroy(_write_access); + } + + inline int *ptr() const { + return godot::api->godot_pool_int_array_write_access_ptr(_write_access); + } + + inline int &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolIntArray(); + PoolIntArray(const PoolIntArray &p_other); + PoolIntArray &operator=(const PoolIntArray &p_other); + + PoolIntArray(const Array &array); + + Read read() const; + + Write write(); + + void append(const int data); + + void append_array(const PoolIntArray &array); + + int insert(const int idx, const int data); + + void invert(); + + void push_back(const int data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const int data); + + int operator[](const int idx); + + int size() const; + + ~PoolIntArray(); +}; + +class PoolRealArray { + godot_pool_real_array _godot_array; + + friend class Variant; + explicit inline PoolRealArray(godot_pool_real_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolRealArray; + godot_pool_real_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_real_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_real_array_read_access_destroy(_read_access); + } + + inline const real_t *ptr() const { + return godot::api->godot_pool_real_array_read_access_ptr(_read_access); + } + + inline const real_t &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolRealArray; + godot_pool_real_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_real_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_real_array_write_access_destroy(_write_access); + } + + inline real_t *ptr() const { + return godot::api->godot_pool_real_array_write_access_ptr(_write_access); + } + + inline real_t &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolRealArray(); + PoolRealArray(const PoolRealArray &p_other); + PoolRealArray &operator=(const PoolRealArray &p_other); + + PoolRealArray(const Array &array); + + Read read() const; + + Write write(); + + void append(const real_t data); + + void append_array(const PoolRealArray &array); + + int insert(const int idx, const real_t data); + + void invert(); + + void push_back(const real_t data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const real_t data); + + real_t operator[](const int idx); + + int size() const; + + ~PoolRealArray(); +}; + +class PoolStringArray { + godot_pool_string_array _godot_array; + + friend class String; + friend class Variant; + explicit inline PoolStringArray(godot_pool_string_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolStringArray; + godot_pool_string_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_string_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_string_array_read_access_destroy(_read_access); + } + + inline const String *ptr() const { + return (const String *)godot::api->godot_pool_string_array_read_access_ptr(_read_access); + } + + inline const String &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolStringArray; + godot_pool_string_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_string_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_string_array_write_access_destroy(_write_access); + } + + inline String *ptr() const { + return (String *)godot::api->godot_pool_string_array_write_access_ptr(_write_access); + } + + inline String &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolStringArray(); + PoolStringArray(const PoolStringArray &p_other); + PoolStringArray &operator=(const PoolStringArray &p_other); + + PoolStringArray(const Array &array); + + Read read() const; + + Write write(); + + void append(const String &data); + + void append_array(const PoolStringArray &array); + + int insert(const int idx, const String &data); + + void invert(); + + void push_back(const String &data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const String &data); + + const String operator[](const int idx); + + int size() const; + + ~PoolStringArray(); +}; + +class PoolVector2Array { + godot_pool_vector2_array _godot_array; + + friend class Variant; + explicit inline PoolVector2Array(godot_pool_vector2_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolVector2Array; + godot_pool_vector2_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_vector2_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_vector2_array_read_access_destroy(_read_access); + } + + inline const Vector2 *ptr() const { + return (const Vector2 *)godot::api->godot_pool_vector2_array_read_access_ptr(_read_access); + } + + inline const Vector2 &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolVector2Array; + godot_pool_vector2_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_vector2_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_vector2_array_write_access_destroy(_write_access); + } + + inline Vector2 *ptr() const { + return (Vector2 *)godot::api->godot_pool_vector2_array_write_access_ptr(_write_access); + } + + inline Vector2 &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolVector2Array(); + PoolVector2Array(const PoolVector2Array &p_other); + PoolVector2Array &operator=(const PoolVector2Array &p_other); + + PoolVector2Array(const Array &array); + + Read read() const; + + Write write(); + + void append(const Vector2 &data); + + void append_array(const PoolVector2Array &array); + + int insert(const int idx, const Vector2 &data); + + void invert(); + + void push_back(const Vector2 &data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const Vector2 &data); + + const Vector2 operator[](const int idx); + + int size() const; + + ~PoolVector2Array(); +}; + +class PoolVector3Array { + godot_pool_vector3_array _godot_array; + + friend class Variant; + explicit inline PoolVector3Array(godot_pool_vector3_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolVector3Array; + godot_pool_vector3_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_vector3_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_vector3_array_read_access_destroy(_read_access); + } + + inline const Vector3 *ptr() const { + return (const Vector3 *)godot::api->godot_pool_vector3_array_read_access_ptr(_read_access); + } + + inline const Vector3 &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolVector3Array; + godot_pool_vector3_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_vector3_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_vector3_array_write_access_destroy(_write_access); + } + + inline Vector3 *ptr() const { + return (Vector3 *)godot::api->godot_pool_vector3_array_write_access_ptr(_write_access); + } + + inline Vector3 &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolVector3Array(); + PoolVector3Array(const PoolVector3Array &p_other); + PoolVector3Array &operator=(const PoolVector3Array &p_other); + + PoolVector3Array(const Array &array); + + Read read() const; + + Write write(); + + void append(const Vector3 &data); + + void append_array(const PoolVector3Array &array); + + int insert(const int idx, const Vector3 &data); + + void invert(); + + void push_back(const Vector3 &data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const Vector3 &data); + + const Vector3 operator[](const int idx); + + int size() const; + + ~PoolVector3Array(); +}; + +class PoolColorArray { + godot_pool_color_array _godot_array; + + friend class Variant; + explicit inline PoolColorArray(godot_pool_color_array a) { + _godot_array = a; + } + +public: + class Read { + friend class PoolColorArray; + godot_pool_color_array_read_access *_read_access; + + public: + inline Read() { + _read_access = nullptr; + } + + inline Read(const Read &p_other) { + _read_access = godot::api->godot_pool_color_array_read_access_copy(p_other._read_access); + } + + inline ~Read() { + godot::api->godot_pool_color_array_read_access_destroy(_read_access); + } + + inline const Color *ptr() const { + return (const Color *)godot::api->godot_pool_color_array_read_access_ptr(_read_access); + } + + inline const Color &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Read &p_other) { + godot::api->godot_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access); + } + }; + + class Write { + friend class PoolColorArray; + godot_pool_color_array_write_access *_write_access; + + public: + inline Write() { + _write_access = nullptr; + } + + inline Write(const Write &p_other) { + _write_access = godot::api->godot_pool_color_array_write_access_copy(p_other._write_access); + } + + inline ~Write() { + godot::api->godot_pool_color_array_write_access_destroy(_write_access); + } + + inline Color *ptr() const { + return (Color *)godot::api->godot_pool_color_array_write_access_ptr(_write_access); + } + + inline Color &operator[](int p_idx) const { + return ptr()[p_idx]; + } + + inline void operator=(const Write &p_other) { + godot::api->godot_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access); + } + }; + + PoolColorArray(); + PoolColorArray(const PoolColorArray &p_other); + PoolColorArray &operator=(const PoolColorArray &p_other); + + PoolColorArray(const Array &array); + + Read read() const; + + Write write(); + + void append(const Color &data); + + void append_array(const PoolColorArray &array); + + int insert(const int idx, const Color &data); + + void invert(); + + void push_back(const Color &data); + + void remove(const int idx); + + void resize(const int size); + + void set(const int idx, const Color &data); + + const Color operator[](const int idx); + + int size() const; + + ~PoolColorArray(); +}; + +} // namespace godot + +#endif // POOLARRAYS_H diff --git a/include/core/Quat.hpp b/include/core/Quat.hpp new file mode 100644 index 0000000..e14d5a6 --- /dev/null +++ b/include/core/Quat.hpp @@ -0,0 +1,125 @@ +/*************************************************************************/ +/* Quat.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 QUAT_H +#define QUAT_H + +#include + +#include "Vector3.hpp" + +// #include "Basis.h" + +namespace godot { + +class Quat { +public: + static const Quat IDENTITY; + + real_t x, y, z, w; + + real_t length_squared() const; + real_t length() const; + + void normalize(); + + Quat normalized() const; + + bool is_normalized() const; + + Quat inverse() const; + + void set_euler_xyz(const Vector3 &p_euler); + Vector3 get_euler_xyz() const; + void set_euler_yxz(const Vector3 &p_euler); + Vector3 get_euler_yxz() const; + + inline void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } + inline Vector3 get_euler() const { return get_euler_yxz(); } + + real_t dot(const Quat &q) const; + + Quat slerp(const Quat &q, const real_t &t) const; + + Quat slerpni(const Quat &q, const real_t &t) const; + + Quat cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const; + + void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const; + + void set_axis_angle(const Vector3 &axis, const float angle); + + void operator*=(const Quat &q); + Quat operator*(const Quat &q) const; + + Quat operator*(const Vector3 &v) const; + + Vector3 xform(const Vector3 &v) const; + + void operator+=(const Quat &q); + void operator-=(const Quat &q); + void operator*=(const real_t &s); + void operator/=(const real_t &s); + Quat operator+(const Quat &q2) const; + Quat operator-(const Quat &q2) const; + Quat operator-() const; + Quat operator*(const real_t &s) const; + Quat operator/(const real_t &s) const; + + bool operator==(const Quat &p_quat) const; + bool operator!=(const Quat &p_quat) const; + + operator String() const; + + inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + x = p_x; + y = p_y; + z = p_z; + w = p_w; + } + inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + x = p_x; + y = p_y; + z = p_z; + w = p_w; + } + Quat(const Vector3 &axis, const real_t &angle); + + Quat(const Vector3 &v0, const Vector3 &v1); + + inline Quat() { + x = y = z = 0; + w = 1; + } +}; + +} // namespace godot + +#endif // QUAT_H diff --git a/include/core/RID.hpp b/include/core/RID.hpp new file mode 100644 index 0000000..04bee9c --- /dev/null +++ b/include/core/RID.hpp @@ -0,0 +1,67 @@ +/*************************************************************************/ +/* RID.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 RID_H +#define RID_H + +#include + +namespace godot { + +class Object; + +class RID { + godot_rid _godot_rid; + +public: + RID(); + + RID(Object *p); + + godot_rid _get_godot_rid() const; + + int32_t get_id() const; + + inline bool is_valid() const { + // is_valid() is not available in the C API... + return *this != RID(); + } + + bool operator==(const RID &p_other) const; + bool operator!=(const RID &p_other) const; + bool operator<(const RID &p_other) const; + bool operator>(const RID &p_other) const; + bool operator<=(const RID &p_other) const; + bool operator>=(const RID &p_other) const; +}; + +} // namespace godot + +#endif // RID_H diff --git a/include/core/Rect2.hpp b/include/core/Rect2.hpp new file mode 100644 index 0000000..be088cf --- /dev/null +++ b/include/core/Rect2.hpp @@ -0,0 +1,160 @@ +/*************************************************************************/ +/* Rect2.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 RECT2_H +#define RECT2_H + +#include "Vector2.hpp" + +#include + +#include + +namespace godot { + +class String; + +typedef Vector2 Size2; +typedef Vector2 Point2; + +struct Transform2D; + +struct Rect2 { + Point2 position; + Size2 size; + + inline const Vector2 &get_position() const { return position; } + inline void set_position(const Vector2 &p_position) { position = p_position; } + inline const Vector2 &get_size() const { return size; } + inline void set_size(const Vector2 &p_size) { size = p_size; } + + inline real_t get_area() const { return size.width * size.height; } + + inline bool intersects(const Rect2 &p_rect) const { + if (position.x >= (p_rect.position.x + p_rect.size.width)) + return false; + if ((position.x + size.width) <= p_rect.position.x) + return false; + if (position.y >= (p_rect.position.y + p_rect.size.height)) + return false; + if ((position.y + size.height) <= p_rect.position.y) + return false; + + return true; + } + + real_t distance_to(const Vector2 &p_point) const; + + bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const; + + bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position = nullptr, Point2 *r_normal = nullptr) const; + + inline bool encloses(const Rect2 &p_rect) const { + return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) && + ((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) && + ((p_rect.position.y + p_rect.size.y) < (position.y + size.y)); + } + + inline bool has_no_area() const { + return (size.x <= 0 || size.y <= 0); + } + Rect2 clip(const Rect2 &p_rect) const; + + Rect2 merge(const Rect2 &p_rect) const; + + inline bool has_point(const Point2 &p_point) const { + if (p_point.x < position.x) + return false; + if (p_point.y < position.y) + return false; + + if (p_point.x >= (position.x + size.x)) + return false; + if (p_point.y >= (position.y + size.y)) + return false; + + return true; + } + + inline bool no_area() const { return (size.width <= 0 || size.height <= 0); } + + inline bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; } + inline bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; } + + inline Rect2 grow(real_t p_by) const { + Rect2 g = *this; + g.position.x -= p_by; + g.position.y -= p_by; + g.size.width += p_by * 2; + g.size.height += p_by * 2; + return g; + } + + inline Rect2 expand(const Vector2 &p_vector) const { + Rect2 r = *this; + r.expand_to(p_vector); + return r; + } + + inline void expand_to(const Vector2 &p_vector) { //in place function for speed + + Vector2 begin = position; + Vector2 end = position + size; + + if (p_vector.x < begin.x) + begin.x = p_vector.x; + if (p_vector.y < begin.y) + begin.y = p_vector.y; + + if (p_vector.x > end.x) + end.x = p_vector.x; + if (p_vector.y > end.y) + end.y = p_vector.y; + + position = begin; + size = end - begin; + } + + operator String() const; + + inline Rect2() {} + inline Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) { + position = Point2(p_x, p_y); + size = Size2(p_width, p_height); + } + inline Rect2(const Point2 &p_position, const Size2 &p_size) { + position = p_position; + size = p_size; + } +}; + +} // namespace godot + +#endif // RECT2_H diff --git a/include/core/Ref.hpp b/include/core/Ref.hpp new file mode 100644 index 0000000..adcb2fb --- /dev/null +++ b/include/core/Ref.hpp @@ -0,0 +1,216 @@ +/*************************************************************************/ +/* Ref.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 REF_H +#define REF_H + +#include "GodotGlobal.hpp" +#include "Reference.hpp" +#include "Variant.hpp" + +namespace godot { + +// Replicates Godot's Ref behavior +// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d. +template +class Ref { + // TODO For this nice check to work, each class must actually #include Reference classes mentionned in its methods, + // which might be annoying for coders who prefer to forward-declare to reduce compile times + // static_assert(std::is_base_of::value, + // "Ref can only be used with classes deriving from Reference"); + + T *reference = nullptr; + + void ref(const Ref &p_from) { + if (p_from.reference == reference) + return; + + unref(); + + reference = p_from.reference; + if (reference) + reference->reference(); + } + + void ref_pointer(T *p_ref) { + ERR_FAIL_COND(p_ref == nullptr); + + if (p_ref->init_ref()) + reference = p_ref; + } + +public: + inline bool operator<(const Ref &p_r) const { + return reference < p_r.reference; + } + inline bool operator==(const Ref &p_r) const { + return reference == p_r.reference; + } + inline bool operator!=(const Ref &p_r) const { + return reference != p_r.reference; + } + + inline T *operator->() { + return reference; + } + + inline T *operator*() { + return reference; + } + + inline const T *operator->() const { + return reference; + } + + inline const T *ptr() const { + return reference; + } + inline T *ptr() { + return reference; + } + + inline const T *operator*() const { + return reference; + } + + operator Variant() const { + // Note: the C API handles the cases where the object is a Reference, + // so the Variant will be correctly constructed with a RefPtr engine-side + return Variant((Object *)reference); + } + + void operator=(const Ref &p_from) { + ref(p_from); + } + + template + void operator=(const Ref &p_from) { + Reference *refb = const_cast(static_cast(p_from.ptr())); + if (refb == nullptr) { + unref(); + return; + } + Ref r; + r.reference = Object::cast_to(refb); + ref(r); + r.reference = nullptr; + } + + void operator=(const Variant &p_variant) { + Object *refb = T::___get_from_variant(p_variant); + if (refb == nullptr) { + unref(); + return; + } + Ref r; + r.reference = Object::cast_to(refb); + ref(r); + r.reference = nullptr; + } + + Ref(const Ref &p_from) { + reference = nullptr; + ref(p_from); + } + + template + Ref(const Ref &p_from) { + reference = nullptr; + Reference *refb = const_cast(static_cast(p_from.ptr())); + if (refb == nullptr) { + unref(); + return; + } + Ref r; + r.reference = Object::cast_to(refb); + ref(r); + r.reference = nullptr; + } + + Ref(T *p_reference) { + if (p_reference) + ref_pointer(p_reference); + else + reference = nullptr; + } + + Ref(const Variant &p_variant) { + reference = nullptr; + Object *refb = T::___get_from_variant(p_variant); + if (refb == nullptr) { + unref(); + return; + } + Ref r; + r.reference = Object::cast_to(refb); + ref(r); + r.reference = nullptr; + } + + inline bool is_valid() const { return reference != nullptr; } + inline bool is_null() const { return reference == nullptr; } + + void unref() { + //TODO this should be moved to mutexes, since this engine does not really + // do a lot of referencing on references and stuff + // mutexes will avoid more crashes? + + if (reference && reference->unreference()) { + //memdelete(reference); + reference->free(); + } + reference = nullptr; + } + + void instance() { + //ref(memnew(T)); + ref(T::_new()); + } + + Ref() { + reference = nullptr; + } + + ~Ref() { + unref(); + } + + // Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values, + // without adding to the refcount. + inline static Ref __internal_constructor(Object *obj) { + Ref r; + r.reference = (T *)obj; + return r; + } +}; + +} // namespace godot + +#endif diff --git a/include/core/String.hpp b/include/core/String.hpp new file mode 100644 index 0000000..acee823 --- /dev/null +++ b/include/core/String.hpp @@ -0,0 +1,184 @@ +/*************************************************************************/ +/* String.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 STRING_H +#define STRING_H + +#include + +namespace godot { + +class NodePath; +class Variant; +class PoolByteArray; +class PoolIntArray; +class PoolRealArray; +class PoolStringArray; +class String; + +class CharString { + friend class String; + + godot_char_string _char_string; + +public: + ~CharString(); + + int length() const; + const char *get_data() const; +}; + +class String { + godot_string _godot_string; + + friend class Dictionary; + friend class NodePath; + friend class Variant; + explicit inline String(godot_string contents) : + _godot_string(contents) {} + +public: + String(); + String(const char *contents); + String(const wchar_t *contents); + String(const wchar_t c); + String(const String &other); + String(String &&other); + + ~String(); + + static String num(double p_num, int p_decimals = -1); + static String num_scientific(double p_num); + static String num_real(double p_num); + static String num_int64(int64_t p_num, int base = 10, bool capitalize_hex = false); + static String chr(godot_char_type p_char); + static String md5(const uint8_t *p_md5); + static String hex_encode_buffer(const uint8_t *p_buffer, int p_len); + + wchar_t &operator[](const int idx); + wchar_t operator[](const int idx) const; + + void operator=(const String &s); + void operator=(String &&s); + bool operator==(const String &s) const; + bool operator!=(const String &s) const; + String operator+(const String &s) const; + void operator+=(const String &s); + void operator+=(const wchar_t c); + bool operator<(const String &s) const; + bool operator<=(const String &s) const; + bool operator>(const String &s) const; + bool operator>=(const String &s) const; + + operator NodePath() const; + + int length() const; + const wchar_t *unicode_str() const; + char *alloc_c_string() const; + CharString utf8() const; + CharString ascii(bool p_extended = false) const; + + bool begins_with(const String &s) const; + bool begins_with_char_array(const char *p_char_array) const; + PoolStringArray bigrams() const; + String c_escape() const; + String c_unescape() const; + String capitalize() const; + bool empty() const; + bool ends_with(const String &text) const; + void erase(int position, int chars); + int find(String what, int from = 0) const; + int find_last(String what) const; + int findn(String what, int from = 0) const; + String format(Variant values) const; + String format(Variant values, String placeholder) const; + String get_base_dir() const; + String get_basename() const; + String get_extension() const; + String get_file() const; + int hash() const; + int hex_to_int() const; + String insert(int position, String what) const; + bool is_abs_path() const; + bool is_rel_path() const; + bool is_subsequence_of(String text) const; + bool is_subsequence_ofi(String text) const; + bool is_valid_float() const; + bool is_valid_html_color() const; + bool is_valid_identifier() const; + bool is_valid_integer() const; + bool is_valid_ip_address() const; + String json_escape() const; + String left(int position) const; + bool match(String expr) const; + bool matchn(String expr) const; + PoolByteArray md5_buffer() const; + String md5_text() const; + int ord_at(int at) const; + String pad_decimals(int digits) const; + String pad_zeros(int digits) const; + String percent_decode() const; + String percent_encode() const; + String plus_file(String file) const; + String replace(String what, String forwhat) const; + String replacen(String what, String forwhat) const; + int rfind(String what, int from = -1) const; + int rfindn(String what, int from = -1) const; + String right(int position) const; + PoolByteArray sha256_buffer() const; + String sha256_text() const; + float similarity(String text) const; + PoolStringArray split(String divisor, bool allow_empty = true) const; + PoolIntArray split_ints(String divisor, bool allow_empty = true) const; + PoolRealArray split_floats(String divisor, bool allow_empty = true) const; + String strip_edges(bool left = true, bool right = true) const; + String substr(int from, int len) const; + float to_float() const; + int64_t to_int() const; + String to_lower() const; + String to_upper() const; + String xml_escape() const; + String xml_unescape() const; + signed char casecmp_to(String p_str) const; + signed char nocasecmp_to(String p_str) const; + signed char naturalnocasecmp_to(String p_str) const; + String dedent() const; + PoolStringArray rsplit(const String &divisor, const bool allow_empty = true, const int maxsplit = 0) const; + String rstrip(const String &chars) const; + String trim_prefix(const String &prefix) const; + String trim_suffix(const String &suffix) const; +}; + +String operator+(const char *a, const String &b); +String operator+(const wchar_t *a, const String &b); + +} // namespace godot + +#endif // STRING_H diff --git a/include/core/TagDB.hpp b/include/core/TagDB.hpp new file mode 100644 index 0000000..b470055 --- /dev/null +++ b/include/core/TagDB.hpp @@ -0,0 +1,49 @@ +/*************************************************************************/ +/* TagDB.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 TAGDB_HPP +#define TAGDB_HPP + +#include + +namespace godot { + +namespace _TagDB { + +void register_type(size_t type_tag, size_t base_type_tag); +bool is_type_known(size_t type_tag); +void register_global_type(const char *name, size_t type_tag, size_t base_type_tag); +bool is_type_compatible(size_t type_tag, size_t base_type_tag); + +} // namespace _TagDB + +} // namespace godot + +#endif // TAGDB_HPP diff --git a/include/core/Transform.hpp b/include/core/Transform.hpp new file mode 100644 index 0000000..853808e --- /dev/null +++ b/include/core/Transform.hpp @@ -0,0 +1,121 @@ +/*************************************************************************/ +/* Transform.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 TRANSFORM_H +#define TRANSFORM_H + +#include "Basis.hpp" + +#include "AABB.hpp" +#include "Plane.hpp" + +namespace godot { + +class Transform { +public: + static const Transform IDENTITY; + static const Transform FLIP_X; + static const Transform FLIP_Y; + static const Transform FLIP_Z; + + Basis basis; + Vector3 origin; + + void invert(); + Transform inverse() const; + + void affine_invert(); + Transform affine_inverse() const; + + Transform rotated(const Vector3 &p_axis, real_t p_phi) const; + + void rotate(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); + Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const; + + void scale(const Vector3 &p_scale); + Transform scaled(const Vector3 &p_scale) const; + void scale_basis(const Vector3 &p_scale); + void translate(real_t p_tx, real_t p_ty, real_t p_tz); + void translate(const Vector3 &p_translation); + Transform translated(const Vector3 &p_translation) const; + + inline const Basis &get_basis() const { return basis; } + inline void set_basis(const Basis &p_basis) { basis = p_basis; } + + inline const Vector3 &get_origin() const { return origin; } + inline void set_origin(const Vector3 &p_origin) { origin = p_origin; } + + void orthonormalize(); + Transform orthonormalized() const; + + bool operator==(const Transform &p_transform) const; + bool operator!=(const Transform &p_transform) const; + + Vector3 xform(const Vector3 &p_vector) const; + Vector3 xform_inv(const Vector3 &p_vector) const; + + Plane xform(const Plane &p_plane) const; + Plane xform_inv(const Plane &p_plane) const; + + AABB xform(const AABB &p_aabb) const; + AABB xform_inv(const AABB &p_aabb) const; + + void operator*=(const Transform &p_transform); + Transform operator*(const Transform &p_transform) const; + + inline Vector3 operator*(const Vector3 &p_vector) const { + return Vector3( + basis.elements[0].dot(p_vector) + origin.x, + basis.elements[1].dot(p_vector) + origin.y, + basis.elements[2].dot(p_vector) + origin.z); + } + + Transform interpolate_with(const Transform &p_transform, real_t p_c) const; + + 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); + + operator String() const; + + inline Transform(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) { + set(xx, xy, xz, yx, yy, yz, zx, zy, zz, tx, ty, tz); + } + + Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3()); + inline Transform() {} +}; + +} // namespace godot + +#endif // TRANSFORM_H diff --git a/include/core/Transform2D.hpp b/include/core/Transform2D.hpp new file mode 100644 index 0000000..eb92c28 --- /dev/null +++ b/include/core/Transform2D.hpp @@ -0,0 +1,136 @@ +/*************************************************************************/ +/* Transform2D.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 TRANSFORM2D_H +#define TRANSFORM2D_H + +#include "Vector2.hpp" + +namespace godot { + +typedef Vector2 Size2; + +struct Rect2; + +struct Transform2D { + static const Transform2D IDENTITY; + static const Transform2D FLIP_X; + static const Transform2D FLIP_Y; + + // Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper": + // M = (elements[0][0] elements[1][0]) + // (elements[0][1] elements[1][1]) + // This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i]. + // Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here. + // This requires additional care when working with explicit indices. + // See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading. + + // Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down, + // and angle is measure from +X to +Y in a clockwise-fashion. + + Vector2 elements[3]; + + inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; } + inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; } + + inline const Vector2 &operator[](int p_idx) const { return elements[p_idx]; } + inline Vector2 &operator[](int p_idx) { return elements[p_idx]; } + + inline Vector2 get_axis(int p_axis) const { + ERR_FAIL_INDEX_V(p_axis, 3, Vector2()); + return elements[p_axis]; + } + inline void set_axis(int p_axis, const Vector2 &p_vec) { + ERR_FAIL_INDEX(p_axis, 3); + elements[p_axis] = p_vec; + } + + void invert(); + Transform2D inverse() const; + + void affine_invert(); + Transform2D affine_inverse() const; + + void set_rotation(real_t p_phi); + real_t get_rotation() const; + void set_rotation_and_scale(real_t p_phi, const Size2 &p_scale); + void rotate(real_t p_phi); + + void scale(const Size2 &p_scale); + void scale_basis(const Size2 &p_scale); + void translate(real_t p_tx, real_t p_ty); + void translate(const Vector2 &p_translation); + + real_t basis_determinant() const; + + Size2 get_scale() const; + + inline const Vector2 &get_origin() const { return elements[2]; } + inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; } + + Transform2D scaled(const Size2 &p_scale) const; + Transform2D basis_scaled(const Size2 &p_scale) const; + Transform2D translated(const Vector2 &p_offset) const; + Transform2D rotated(real_t p_phi) const; + + Transform2D untranslated() const; + + void orthonormalize(); + Transform2D orthonormalized() const; + + bool operator==(const Transform2D &p_transform) const; + bool operator!=(const Transform2D &p_transform) const; + + void operator*=(const Transform2D &p_transform); + Transform2D operator*(const Transform2D &p_transform) const; + + Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const; + + Vector2 basis_xform(const Vector2 &p_vec) const; + Vector2 basis_xform_inv(const Vector2 &p_vec) const; + Vector2 xform(const Vector2 &p_vec) const; + Vector2 xform_inv(const Vector2 &p_vec) const; + Rect2 xform(const Rect2 &p_vec) const; + Rect2 xform_inv(const Rect2 &p_vec) const; + + operator String() const; + + Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy); + + Transform2D(real_t p_rot, const Vector2 &p_pos); + inline Transform2D() { + elements[0][0] = 1.0; + elements[1][1] = 1.0; + } +}; + +} // namespace godot + +#endif // TRANSFORM2D_H diff --git a/include/core/Variant.hpp b/include/core/Variant.hpp new file mode 100644 index 0000000..127ec4d --- /dev/null +++ b/include/core/Variant.hpp @@ -0,0 +1,304 @@ +/*************************************************************************/ +/* Variant.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 VARIANT_H +#define VARIANT_H + +#include + +#include "Defs.hpp" + +#include "AABB.hpp" +#include "Basis.hpp" +#include "Color.hpp" +#include "NodePath.hpp" +#include "Plane.hpp" +#include "PoolArrays.hpp" +#include "Quat.hpp" +#include "RID.hpp" +#include "Rect2.hpp" +#include "String.hpp" +#include "Transform.hpp" +#include "Transform2D.hpp" +#include "Vector2.hpp" +#include "Vector3.hpp" + +namespace godot { + +class Dictionary; + +class Array; + +class Variant { + godot_variant _godot_variant; + + friend class Array; + inline explicit Variant(godot_variant v) { + _godot_variant = v; + } + +public: + enum Type { + + NIL, + + // atomic types + BOOL, + INT, + REAL, + STRING, + + // math types + + VECTOR2, // 5 + RECT2, + VECTOR3, + TRANSFORM2D, + PLANE, + QUAT, // 10 + RECT3, //sorry naming convention fail :( not like it's used often + BASIS, + TRANSFORM, + + // misc types + COLOR, + NODE_PATH, // 15 + _RID, + OBJECT, + DICTIONARY, + ARRAY, + + // arrays + POOL_BYTE_ARRAY, // 20 + POOL_INT_ARRAY, + POOL_REAL_ARRAY, + POOL_STRING_ARRAY, + POOL_VECTOR2_ARRAY, + POOL_VECTOR3_ARRAY, // 25 + POOL_COLOR_ARRAY, + + VARIANT_MAX + + }; + + enum Operator { + + //comparation + OP_EQUAL, + OP_NOT_EQUAL, + OP_LESS, + OP_LESS_EQUAL, + OP_GREATER, + OP_GREATER_EQUAL, + + //mathematic + OP_ADD, + OP_SUBSTRACT, + OP_MULTIPLY, + OP_DIVIDE, + OP_NEGATE, + OP_POSITIVE, + OP_MODULE, + OP_STRING_CONCAT, + + //bitwise + OP_SHIFT_LEFT, + OP_SHIFT_RIGHT, + OP_BIT_AND, + OP_BIT_OR, + OP_BIT_XOR, + OP_BIT_NEGATE, + + //logic + OP_AND, + OP_OR, + OP_XOR, + OP_NOT, + + //containment + OP_IN, + OP_MAX + + }; + + Variant(); + + Variant(const Variant &v); + + Variant(bool p_bool); + + Variant(signed int p_int); + + Variant(unsigned int p_int); + + Variant(signed short p_short); + + inline Variant(unsigned short p_short) : + Variant((unsigned int)p_short) {} + + inline Variant(signed char p_char) : + Variant((signed int)p_char) {} + + inline Variant(unsigned char p_char) : + Variant((unsigned int)p_char) {} + Variant(int64_t p_char); + + Variant(uint64_t p_char); + + Variant(float p_float); + + Variant(double p_double); + + Variant(const String &p_string); + + Variant(const char *const p_cstring); + + Variant(const wchar_t *p_wstring); + + Variant(const Vector2 &p_vector2); + + Variant(const Rect2 &p_rect2); + + Variant(const Vector3 &p_vector3); + + Variant(const Plane &p_plane); + + Variant(const AABB &p_aabb); + + Variant(const Quat &p_quat); + + Variant(const Basis &p_transform); + + Variant(const Transform2D &p_transform); + + Variant(const Transform &p_transform); + + Variant(const Color &p_color); + + Variant(const NodePath &p_path); + + Variant(const RID &p_rid); + + Variant(const Object *p_object); + + Variant(const Dictionary &p_dictionary); + + Variant(const Array &p_array); + + Variant(const PoolByteArray &p_raw_array); + + Variant(const PoolIntArray &p_int_array); + + Variant(const PoolRealArray &p_real_array); + + Variant(const PoolStringArray &p_string_array); + + Variant(const PoolVector2Array &p_vector2_array); + + Variant(const PoolVector3Array &p_vector3_array); + + Variant(const PoolColorArray &p_color_array); + + Variant &operator=(const Variant &v); + + operator bool() const; + operator signed int() const; + operator unsigned int() const; + operator signed short() const; + operator unsigned short() const; + operator signed char() const; + operator unsigned char() const; + operator int64_t() const; + operator uint64_t() const; + + operator wchar_t() const; + + operator float() const; + + operator double() const; + operator String() const; + operator Vector2() const; + operator Rect2() const; + operator Vector3() const; + operator Plane() const; + operator AABB() const; + operator Quat() const; + operator Basis() const; + operator Transform() const; + operator Transform2D() const; + + operator Color() const; + + operator NodePath() const; + operator RID() const; + operator godot_object *() const; + + template + operator T *() const { return static_cast(T::___get_from_variant(*this)); } + + operator Dictionary() const; + operator Array() const; + + operator PoolByteArray() const; + operator PoolIntArray() const; + operator PoolRealArray() const; + operator PoolStringArray() const; + operator PoolVector2Array() const; + operator PoolVector3Array() const; + operator PoolColorArray() const; + + Type get_type() const; + + Variant call(const String &method, const Variant **args, const int arg_count); + + bool has_method(const String &method); + + bool operator==(const Variant &b) const; + + bool operator!=(const Variant &b) const; + + bool operator<(const Variant &b) const; + + bool operator<=(const Variant &b) const; + + bool operator>(const Variant &b) const; + + bool operator>=(const Variant &b) const; + + bool hash_compare(const Variant &b) const; + + bool booleanize() const; + + ~Variant(); +}; + +} // namespace godot + +#endif // VARIANT_H diff --git a/include/core/Vector2.hpp b/include/core/Vector2.hpp new file mode 100644 index 0000000..73111a6 --- /dev/null +++ b/include/core/Vector2.hpp @@ -0,0 +1,306 @@ +/*************************************************************************/ +/* Vector2.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 VECTOR2_H +#define VECTOR2_H + +#include + +#include "Defs.hpp" + +#include + +namespace godot { + +class String; + +struct Vector2 { + enum Axis { + AXIS_X = 0, + AXIS_Y, + AXIS_COUNT + }; + + static const Vector2 ZERO; + static const Vector2 ONE; + static const Vector2 INF; + + // Coordinate system of the 2D engine + static const Vector2 LEFT; + static const Vector2 RIGHT; + static const Vector2 UP; + static const Vector2 DOWN; + + union { + real_t x; + real_t width; + }; + union { + real_t y; + real_t height; + }; + + inline Vector2(real_t p_x, real_t p_y) { + x = p_x; + y = p_y; + } + + inline Vector2() { + x = 0; + y = 0; + } + + inline real_t &operator[](int p_idx) { + return p_idx ? y : x; + } + + inline const real_t &operator[](int p_idx) const { + return p_idx ? y : x; + } + + inline Vector2 operator+(const Vector2 &p_v) const { + return Vector2(x + p_v.x, y + p_v.y); + } + + inline void operator+=(const Vector2 &p_v) { + x += p_v.x; + y += p_v.y; + } + + inline Vector2 operator-(const Vector2 &p_v) const { + return Vector2(x - p_v.x, y - p_v.y); + } + + inline void operator-=(const Vector2 &p_v) { + x -= p_v.x; + y -= p_v.y; + } + + inline Vector2 operator*(const Vector2 &p_v1) const { + return Vector2(x * p_v1.x, y * p_v1.y); + } + + inline Vector2 operator*(const real_t &rvalue) const { + return Vector2(x * rvalue, y * rvalue); + } + + inline void operator*=(const real_t &rvalue) { + x *= rvalue; + y *= rvalue; + } + + inline void operator*=(const Vector2 &rvalue) { + *this = *this * rvalue; + } + + inline Vector2 operator/(const Vector2 &p_v1) const { + return Vector2(x / p_v1.x, y / p_v1.y); + } + + inline Vector2 operator/(const real_t &rvalue) const { + return Vector2(x / rvalue, y / rvalue); + } + + inline void operator/=(const real_t &rvalue) { + x /= rvalue; + y /= rvalue; + } + + inline Vector2 operator-() const { + return Vector2(-x, -y); + } + + bool operator==(const Vector2 &p_vec2) const; + + bool operator!=(const Vector2 &p_vec2) const; + + inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); } + inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); } + + inline void normalize() { + real_t l = x * x + y * y; + if (l != 0) { + l = sqrt(l); + x /= l; + y /= l; + } + } + + inline Vector2 normalized() const { + Vector2 v = *this; + v.normalize(); + return v; + } + + inline real_t length() const { + return sqrt(x * x + y * y); + } + + inline real_t length_squared() const { + return x * x + y * y; + } + + inline real_t distance_to(const Vector2 &p_vector2) const { + return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); + } + + inline real_t distance_squared_to(const Vector2 &p_vector2) const { + return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y); + } + + inline real_t angle_to(const Vector2 &p_vector2) const { + return atan2(cross(p_vector2), dot(p_vector2)); + } + + inline real_t angle_to_point(const Vector2 &p_vector2) const { + return atan2(y - p_vector2.y, x - p_vector2.x); + } + + inline Vector2 direction_to(const Vector2 &p_b) const { + Vector2 ret(p_b.x - x, p_b.y - y); + ret.normalize(); + return ret; + } + + inline real_t dot(const Vector2 &p_other) const { + return x * p_other.x + y * p_other.y; + } + + inline real_t cross(const Vector2 &p_other) const { + return x * p_other.y - y * p_other.x; + } + + inline Vector2 cross(real_t p_other) const { + return Vector2(p_other * y, -p_other * x); + } + + Vector2 project(const Vector2 &p_vec) const; + + Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const; + + Vector2 clamped(real_t p_len) const; + + static inline Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) { + Vector2 res = p_a; + res.x += (p_t * (p_b.x - p_a.x)); + res.y += (p_t * (p_b.y - p_a.y)); + return res; + } + + inline Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const { + Vector2 res = *this; + res.x += (p_t * (p_b.x - x)); + res.y += (p_t * (p_b.y - y)); + return res; + } + + Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const; + + Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const { + Vector2 v = *this; + Vector2 vd = p_to - v; + real_t len = vd.length(); + return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta; + } + + inline Vector2 slide(const Vector2 &p_vec) const { + return p_vec - *this * this->dot(p_vec); + } + + inline Vector2 bounce(const Vector2 &p_normal) const { + return -reflect(p_normal); + } + + inline Vector2 reflect(const Vector2 &p_normal) const { + return -(*this - p_normal * this->dot(p_normal) * 2.0); + } + + inline real_t angle() const { + return atan2(y, x); + } + + inline void set_rotation(real_t p_radians) { + x = cosf(p_radians); + y = sinf(p_radians); + } + + inline Vector2 abs() const { + return Vector2(fabs(x), fabs(y)); + } + + inline Vector2 rotated(real_t p_by) const { + Vector2 v; + v.set_rotation(angle() + p_by); + v *= length(); + return v; + } + + inline Vector2 tangent() const { + return Vector2(y, -x); + } + + inline Vector2 floor() const { + return Vector2(Math::floor(x), Math::floor(y)); + } + + inline Vector2 snapped(const Vector2 &p_by) const { + return Vector2( + Math::stepify(x, p_by.x), + Math::stepify(y, p_by.y)); + } + + inline real_t aspect() const { return width / height; } + + operator String() const; +}; + +inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) { + return p_vec * p_scalar; +} + +namespace Math { + +// Convenience, since they exist in GDScript + +inline Vector2 cartesian2polar(Vector2 v) { + return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x)); +} + +inline Vector2 polar2cartesian(Vector2 v) { + // x == radius + // y == angle + return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y)); +} + +} // namespace Math + +} // namespace godot + +#endif // VECTOR2_H diff --git a/include/core/Vector3.hpp b/include/core/Vector3.hpp new file mode 100644 index 0000000..ac3c7d5 --- /dev/null +++ b/include/core/Vector3.hpp @@ -0,0 +1,342 @@ +/*************************************************************************/ +/* Vector3.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 VECTOR3_H +#define VECTOR3_H + +#include + +#include "Defs.hpp" + +#include "String.hpp" + +#include + +namespace godot { + +class Basis; + +struct Vector3 { + enum Axis { + AXIS_X, + AXIS_Y, + AXIS_Z, + AXIS_COUNT + }; + + static const Vector3 ZERO; + static const Vector3 ONE; + static const Vector3 INF; + + // Coordinate system of the 3D engine + static const Vector3 LEFT; + static const Vector3 RIGHT; + static const Vector3 UP; + static const Vector3 DOWN; + static const Vector3 FORWARD; + static const Vector3 BACK; + + union { + struct { + real_t x; + real_t y; + real_t z; + }; + + real_t coord[3]; // Not for direct access, use [] operator instead + }; + + inline Vector3(real_t x, real_t y, real_t z) { + this->x = x; + this->y = y; + this->z = z; + } + + inline Vector3() { + this->x = 0; + this->y = 0; + this->z = 0; + } + + inline const real_t &operator[](int p_axis) const { + return coord[p_axis]; + } + + inline real_t &operator[](int p_axis) { + return coord[p_axis]; + } + + inline Vector3 &operator+=(const Vector3 &p_v) { + x += p_v.x; + y += p_v.y; + z += p_v.z; + return *this; + } + + inline Vector3 operator+(const Vector3 &p_v) const { + Vector3 v = *this; + v += p_v; + return v; + } + + inline Vector3 &operator-=(const Vector3 &p_v) { + x -= p_v.x; + y -= p_v.y; + z -= p_v.z; + return *this; + } + + inline Vector3 operator-(const Vector3 &p_v) const { + Vector3 v = *this; + v -= p_v; + return v; + } + + inline Vector3 &operator*=(const Vector3 &p_v) { + x *= p_v.x; + y *= p_v.y; + z *= p_v.z; + return *this; + } + + inline Vector3 operator*(const Vector3 &p_v) const { + Vector3 v = *this; + v *= p_v; + return v; + } + + inline Vector3 &operator/=(const Vector3 &p_v) { + x /= p_v.x; + y /= p_v.y; + z /= p_v.z; + return *this; + } + + inline Vector3 operator/(const Vector3 &p_v) const { + Vector3 v = *this; + v /= p_v; + return v; + } + + inline Vector3 &operator*=(real_t p_scalar) { + *this *= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + inline Vector3 operator*(real_t p_scalar) const { + Vector3 v = *this; + v *= p_scalar; + return v; + } + + inline Vector3 &operator/=(real_t p_scalar) { + *this /= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + inline Vector3 operator/(real_t p_scalar) const { + Vector3 v = *this; + v /= p_scalar; + return v; + } + + inline Vector3 operator-() const { + return Vector3(-x, -y, -z); + } + + inline bool operator==(const Vector3 &p_v) const { + return (x == p_v.x && y == p_v.y && z == p_v.z); + } + + inline bool operator!=(const Vector3 &p_v) const { + return (x != p_v.x || y != p_v.y || z != p_v.z); + } + + bool operator<(const Vector3 &p_v) const; + + bool operator<=(const Vector3 &p_v) const; + + inline Vector3 abs() const { + return Vector3(::fabs(x), ::fabs(y), ::fabs(z)); + } + + inline Vector3 ceil() const { + return Vector3(::ceil(x), ::ceil(y), ::ceil(z)); + } + + inline Vector3 cross(const Vector3 &b) const { + Vector3 ret( + (y * b.z) - (z * b.y), + (z * b.x) - (x * b.z), + (x * b.y) - (y * b.x)); + + return ret; + } + + inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const { + return Vector3( + x + (p_t * (p_b.x - x)), + y + (p_t * (p_b.y - y)), + z + (p_t * (p_b.z - z))); + } + + inline Vector3 slerp(const Vector3 &p_b, real_t p_t) const { + real_t theta = angle_to(p_b); + return rotated(cross(p_b).normalized(), theta * p_t); + } + + Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const; + + Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const { + Vector3 v = *this; + Vector3 vd = p_to - v; + real_t len = vd.length(); + return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta; + } + + Vector3 bounce(const Vector3 &p_normal) const { + return -reflect(p_normal); + } + + inline real_t length() const { + real_t x2 = x * x; + real_t y2 = y * y; + real_t z2 = z * z; + + return ::sqrt(x2 + y2 + z2); + } + + inline real_t length_squared() const { + real_t x2 = x * x; + real_t y2 = y * y; + real_t z2 = z * z; + + return x2 + y2 + z2; + } + + inline real_t distance_squared_to(const Vector3 &b) const { + return (b - *this).length_squared(); + } + + inline real_t distance_to(const Vector3 &b) const { + return (b - *this).length(); + } + + inline real_t dot(const Vector3 &b) const { + return x * b.x + y * b.y + z * b.z; + } + + inline Vector3 project(const Vector3 &p_b) const { + return p_b * (dot(p_b) / p_b.length_squared()); + } + + inline real_t angle_to(const Vector3 &b) const { + return std::atan2(cross(b).length(), dot(b)); + } + + inline Vector3 direction_to(const Vector3 &p_b) const { + Vector3 ret(p_b.x - x, p_b.y - y, p_b.z - z); + ret.normalize(); + return ret; + } + + inline Vector3 floor() const { + return Vector3(::floor(x), ::floor(y), ::floor(z)); + } + + inline Vector3 inverse() const { + return Vector3(1.f / x, 1.f / y, 1.f / z); + } + + inline bool is_normalized() const { + return std::abs(length_squared() - 1.f) < 0.00001f; + } + + Basis outer(const Vector3 &b) const; + + int max_axis() const; + + int min_axis() const; + + inline void normalize() { + real_t l = length(); + if (l == 0) { + x = y = z = 0; + } else { + x /= l; + y /= l; + z /= l; + } + } + + inline Vector3 normalized() const { + Vector3 v = *this; + v.normalize(); + return v; + } + + inline Vector3 reflect(const Vector3 &p_normal) const { + return -(*this - p_normal * this->dot(p_normal) * 2.0); + } + + inline Vector3 rotated(const Vector3 &axis, const real_t phi) const { + Vector3 v = *this; + v.rotate(axis, phi); + return v; + } + + void rotate(const Vector3 &p_axis, real_t p_phi); + + inline Vector3 slide(const Vector3 &by) const { + return *this - by * this->dot(by); + } + + void snap(real_t p_val); + + inline Vector3 snapped(const float by) { + Vector3 v = *this; + v.snap(by); + return v; + } + + operator String() const; +}; + +inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) { + return p_vec * p_scalar; +} + +inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) { + return p_a.cross(p_b); +} + +} // namespace godot + +#endif // VECTOR3_H diff --git a/include/core/Wrapped.hpp b/include/core/Wrapped.hpp new file mode 100644 index 0000000..003a178 --- /dev/null +++ b/include/core/Wrapped.hpp @@ -0,0 +1,47 @@ +/*************************************************************************/ +/* Wrapped.hpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 WRAPPED_HPP +#define WRAPPED_HPP + +#include + +namespace godot { + +// This is an internal base class used by the bindings. You should not need to access its members. +class _Wrapped { +public: + godot_object *_owner; + size_t _type_tag; +}; + +} // namespace godot + +#endif // WRAPPED_HPP diff --git a/include/gen/.gitignore b/include/gen/.gitignore new file mode 100644 index 0000000..d6b7ef3 --- /dev/null +++ b/include/gen/.gitignore @@ -0,0 +1,2 @@ +* +!.gitignore diff --git a/misc/ci/sources.list b/misc/ci/sources.list new file mode 100644 index 0000000..4d8f94f --- /dev/null +++ b/misc/ci/sources.list @@ -0,0 +1,4 @@ +deb http://archive.ubuntu.com/ubuntu/ focal main restricted universe multiverse +deb http://archive.ubuntu.com/ubuntu/ focal-updates main restricted universe multiverse +deb http://archive.ubuntu.com/ubuntu/ focal-security main restricted universe multiverse +deb http://archive.ubuntu.com/ubuntu/ focal-backports main restricted universe multiverse diff --git a/misc/hooks/README.md b/misc/hooks/README.md new file mode 100644 index 0000000..6ec90fc --- /dev/null +++ b/misc/hooks/README.md @@ -0,0 +1,18 @@ +# Git hooks for Godot Engine + +This folder contains git hooks meant to be installed locally by Godot Engine +contributors to make sure they comply with our requirements. + +## List of hooks + +- Pre-commit hook for clang-format: Applies clang-format to the staged files + before accepting a commit; blocks the commit and generates a patch if the + style is not respected. + Should work on Linux and macOS. You may need to edit the file if your + clang-format binary is not in the $PATH, or if you want to enable colored + output with pygmentize. + +## Installation + +Copy all the files from this folder into your .git/hooks folder, and make sure +the hooks and helper scripts are executable. diff --git a/misc/hooks/canonicalize_filename.sh b/misc/hooks/canonicalize_filename.sh new file mode 100644 index 0000000..5eecabf --- /dev/null +++ b/misc/hooks/canonicalize_filename.sh @@ -0,0 +1,48 @@ +#!/bin/sh + +# Provide the canonicalize filename (physical filename with out any symlinks) +# like the GNU version readlink with the -f option regardless of the version of +# readlink (GNU or BSD). + +# This file is part of a set of unofficial pre-commit hooks available +# at github. +# Link: https://github.com/githubbrowser/Pre-commit-hooks +# Contact: David Martin, david.martin.mailbox@googlemail.com + +########################################################### +# There should be no need to change anything below this line. + +# Canonicalize by recursively following every symlink in every component of the +# specified filename. This should reproduce the results of the GNU version of +# readlink with the -f option. +# +# Reference: http://stackoverflow.com/questions/1055671/how-can-i-get-the-behavior-of-gnus-readlink-f-on-a-mac +canonicalize_filename () { + local target_file="$1" + local physical_directory="" + local result="" + + # Need to restore the working directory after work. + local working_dir="`pwd`" + + cd -- "$(dirname -- "$target_file")" + target_file="$(basename -- "$target_file")" + + # Iterate down a (possible) chain of symlinks + while [ -L "$target_file" ] + do + target_file="$(readlink -- "$target_file")" + cd -- "$(dirname -- "$target_file")" + target_file="$(basename -- "$target_file")" + done + + # Compute the canonicalized name by finding the physical path + # for the directory we're in and appending the target file. + physical_directory="`pwd -P`" + result="$physical_directory/$target_file" + + # restore the working directory after work. + cd -- "$working_dir" + + echo "$result" +} diff --git a/misc/hooks/pre-commit b/misc/hooks/pre-commit new file mode 100644 index 0000000..fc50ed7 --- /dev/null +++ b/misc/hooks/pre-commit @@ -0,0 +1,50 @@ +#!/bin/sh +# Git pre-commit hook that runs multiple hooks specified in $HOOKS. +# Make sure this script is executable. Bypass hooks with git commit --no-verify. + +# This file is part of a set of unofficial pre-commit hooks available +# at github. +# Link: https://github.com/githubbrowser/Pre-commit-hooks +# Contact: David Martin, david.martin.mailbox@googlemail.com + + +########################################################### +# CONFIGURATION: +# pre-commit hooks to be executed. They should be in the same .git/hooks/ folder +# as this script. Hooks should return 0 if successful and nonzero to cancel the +# commit. They are executed in the order in which they are listed. +#HOOKS="pre-commit-compile pre-commit-uncrustify" +HOOKS="pre-commit-clang-format" +########################################################### +# There should be no need to change anything below this line. + +. "$(dirname -- "$0")/canonicalize_filename.sh" + +# exit on error +set -e + +# Absolute path to this script, e.g. /home/user/bin/foo.sh +SCRIPT="$(canonicalize_filename "$0")" + +# Absolute path this script is in, thus /home/user/bin +SCRIPTPATH="$(dirname -- "$SCRIPT")" + + +for hook in $HOOKS +do + echo "Running hook: $hook" + # run hook if it exists + # if it returns with nonzero exit with 1 and thus abort the commit + if [ -f "$SCRIPTPATH/$hook" ]; then + "$SCRIPTPATH/$hook" + if [ $? != 0 ]; then + exit 1 + fi + else + echo "Error: file $hook not found." + echo "Aborting commit. Make sure the hook is in $SCRIPTPATH and executable." + echo "You can disable it by removing it from the list in $SCRIPT." + echo "You can skip all pre-commit hooks with --no-verify (not recommended)." + exit 1 + fi +done diff --git a/misc/hooks/pre-commit-clang-format b/misc/hooks/pre-commit-clang-format new file mode 100644 index 0000000..db241ad --- /dev/null +++ b/misc/hooks/pre-commit-clang-format @@ -0,0 +1,147 @@ +#!/usr/bin/env bash + +# git pre-commit hook that runs a clang-format stylecheck. +# Features: +# - abort commit when commit does not comply with the style guidelines +# - create a patch of the proposed style changes +# Modifications for clang-format by rene.milk@wwu.de + +# This file is part of a set of unofficial pre-commit hooks available +# at github. +# Link: https://github.com/githubbrowser/Pre-commit-hooks +# Contact: David Martin, david.martin.mailbox@googlemail.com + +# Some quality of life modifications made for Godot Engine. + +################################################################## +# SETTINGS +# Set path to clang-format binary +# CLANG_FORMAT="/usr/bin/clang-format" +CLANG_FORMAT=`which clang-format` + +# Remove any older patches from previous commits. Set to true or false. +# DELETE_OLD_PATCHES=false +DELETE_OLD_PATCHES=false + +# Only parse files with the extensions in FILE_EXTS. Set to true or false. +# If false every changed file in the commit will be parsed with clang-format. +# If true only files matching one of the extensions are parsed with clang-format. +# PARSE_EXTS=true +PARSE_EXTS=true + +# File types to parse. Only effective when PARSE_EXTS is true. +# FILE_EXTS=".c .h .cpp .hpp" +FILE_EXTS=".c .h .cpp .hpp .cc .hh .cxx .m .mm .inc .java .glsl" + +# Use pygmentize instead of cat to parse diff with highlighting. +# Install it with `pip install pygments` (Linux) or `easy_install Pygments` (Mac) +# READER="pygmentize -l diff" +READER=cat + +################################################################## +# There should be no need to change anything below this line. + +. "$(dirname -- "$0")/canonicalize_filename.sh" + +# exit on error +set -e + +# check whether the given file matches any of the set extensions +matches_extension() { + local filename=$(basename "$1") + local extension=".${filename##*.}" + local ext + + for ext in $FILE_EXTS; do [[ "$ext" == "$extension" ]] && return 0; done + + return 1 +} + +# necessary check for initial commit +if git rev-parse --verify HEAD >/dev/null 2>&1 ; then + against=HEAD +else + # Initial commit: diff against an empty tree object + against=4b825dc642cb6eb9a060e54bf8d69288fbee4904 +fi + +if [ ! -x "$CLANG_FORMAT" ] ; then + printf "Error: clang-format executable not found.\n" + printf "Set the correct path in $(canonicalize_filename "$0").\n" + exit 1 +fi + +# create a random filename to store our generated patch +prefix="pre-commit-clang-format" +suffix="$(date +%s)" +patch="/tmp/$prefix-$suffix.patch" + +# clean up any older clang-format patches +$DELETE_OLD_PATCHES && rm -f /tmp/$prefix*.patch + +# create one patch containing all changes to the files +git diff-index --cached --diff-filter=ACMR --name-only $against -- | while read file; +do + # ignore thirdparty files + if grep -q "thirdparty" <<< $file; then + continue; + fi + + # ignore file if we do check for file extensions and the file + # does not match any of the extensions specified in $FILE_EXTS + if $PARSE_EXTS && ! matches_extension "$file"; then + continue; + fi + + # clang-format our sourcefile, create a patch with diff and append it to our $patch + # The sed call is necessary to transform the patch from + # --- $file timestamp + # +++ - timestamp + # to both lines working on the same file and having a/ and b/ prefix. + # Else it can not be applied with 'git apply'. + "$CLANG_FORMAT" -style=file "$file" | \ + diff -u "$file" - | \ + sed -e "1s|--- |--- a/|" -e "2s|+++ -|+++ b/$file|" >> "$patch" +done + +# if no patch has been generated all is ok, clean up the file stub and exit +if [ ! -s "$patch" ] ; then + printf "Files in this commit comply with the clang-format rules.\n" + rm -f "$patch" + exit 0 +fi + +# a patch has been created, notify the user and exit +printf "\nThe following differences were found between the code to commit " +printf "and the clang-format rules:\n\n" +$READER "$patch" +printf "\n" + +# Allows us to read user input below, assigns stdin to keyboard +exec < /dev/tty + +while true; do + read -p "Do you want to apply that patch (Y - Apply, N - Do not apply, S - Apply and stage files)? [Y/N/S] " yn + case $yn in + [Yy] ) git apply $patch; + printf "The patch was applied. You can now stage the changes and commit again.\n\n"; + break + ;; + [Nn] ) printf "\nYou can apply these changes with:\n git apply $patch\n"; + printf "(may need to be called from the root directory of your repository)\n"; + printf "Aborting commit. Apply changes and commit again or skip checking with"; + printf " --no-verify (not recommended).\n\n"; + break + ;; + [Ss] ) git apply $patch; + git diff-index --cached --diff-filter=ACMR --name-only $against -- | while read file; + do git add $file; + done + printf "The patch was applied and the changed files staged. You can now commit.\n\n"; + break + ;; + * ) echo "Please answer yes or no." + ;; + esac +done +exit 1 # we don't commit in any case diff --git a/misc/scripts/check_get_file_list.py b/misc/scripts/check_get_file_list.py new file mode 100755 index 0000000..4295504 --- /dev/null +++ b/misc/scripts/check_get_file_list.py @@ -0,0 +1,31 @@ +#!/usr/bin/env python + +import os, sys + +from pathlib import Path + +sys.path.insert(1, os.path.join(os.path.dirname(__file__), "..", "..")) + +from binding_generator import get_file_list, generate_bindings + +api_filepath = "godot-headers/api.json" +bits = "64" +double = "float" +output_dir = "self_test" + +generate_bindings(api_filepath, use_template_get_node=False, output_dir=output_dir) +flist = get_file_list(api_filepath, output_dir, headers=True, sources=True) + +p = Path(output_dir) +allfiles = [str(f.as_posix()) for f in p.glob("**/*.*")] +missing = list(filter((lambda f: f not in flist), allfiles)) +extras = list(filter((lambda f: f not in allfiles), flist)) +if len(missing) > 0 or len(extras) > 0: + print("Error!") + for f in missing: + print("MISSING: " + str(f)) + for f in extras: + print("EXTRA: " + str(f)) + sys.exit(1) +else: + print("OK!") diff --git a/misc/scripts/clang_format.sh b/misc/scripts/clang_format.sh new file mode 100644 index 0000000..0d1511e --- /dev/null +++ b/misc/scripts/clang_format.sh @@ -0,0 +1,43 @@ +#!/usr/bin/env bash + +# This script runs clang-format on all relevant files in the repo. +# This is the primary script responsible for fixing style violations. + +set -uo pipefail +IFS=$'\n\t' + +CLANG_FORMAT_FILE_EXTS=(".c" ".h" ".cpp" ".hpp" ".cc" ".hh" ".cxx" ".m" ".mm" ".inc" ".java" ".glsl") + +# Loops through all text files tracked by Git. +git grep -zIl '' | +while IFS= read -rd '' f; do + # Exclude some files. + if [[ "$f" == "thirdparty"* ]]; then + continue + fi + + for extension in ${CLANG_FORMAT_FILE_EXTS[@]}; do + if [[ "$f" == *"$extension" ]]; then + # Run clang-format. + clang-format -i "$f" + continue 2 + fi + done +done + +git diff > patch.patch + +# If no patch has been generated all is OK, clean up, and exit. +if [ ! -s patch.patch ] ; then + printf "Files in this commit comply with the clang-format style rules.\n" + rm -f patch.patch + exit 0 +fi + +# A patch has been created, notify the user, clean up, and exit. +printf "\n*** The following differences were found between the code " +printf "and the formatting rules:\n\n" +cat patch.patch +printf "\n*** Aborting, please fix your commit(s) with 'git commit --amend' or 'git rebase -i '\n" +rm -f patch.patch +exit 1 diff --git a/src/core/AABB.cpp b/src/core/AABB.cpp new file mode 100644 index 0000000..5fdb4ce --- /dev/null +++ b/src/core/AABB.cpp @@ -0,0 +1,604 @@ +/*************************************************************************/ +/* AABB.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "AABB.hpp" +#include "Plane.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +bool AABB::intersects(const AABB &p_aabb) const { + if (position.x >= (p_aabb.position.x + p_aabb.size.x)) + return false; + if ((position.x + size.x) <= p_aabb.position.x) + return false; + if (position.y >= (p_aabb.position.y + p_aabb.size.y)) + return false; + if ((position.y + size.y) <= p_aabb.position.y) + return false; + if (position.z >= (p_aabb.position.z + p_aabb.size.z)) + return false; + if ((position.z + size.z) <= p_aabb.position.z) + return false; + + return true; +} + +bool AABB::intersects_inclusive(const AABB &p_aabb) const { + if (position.x > (p_aabb.position.x + p_aabb.size.x)) + return false; + if ((position.x + size.x) < p_aabb.position.x) + return false; + if (position.y > (p_aabb.position.y + p_aabb.size.y)) + return false; + if ((position.y + size.y) < p_aabb.position.y) + return false; + if (position.z > (p_aabb.position.z + p_aabb.size.z)) + return false; + if ((position.z + size.z) < p_aabb.position.z) + return false; + + return true; +} + +bool AABB::encloses(const AABB &p_aabb) const { + Vector3 src_min = position; + Vector3 src_max = position + size; + Vector3 dst_min = p_aabb.position; + Vector3 dst_max = p_aabb.position + p_aabb.size; + + return ( + (src_min.x <= dst_min.x) && + (src_max.x > dst_max.x) && + (src_min.y <= dst_min.y) && + (src_max.y > dst_max.y) && + (src_min.z <= dst_min.z) && + (src_max.z > dst_max.z)); +} + +Vector3 AABB::get_support(const Vector3 &p_normal) const { + Vector3 half_extents = size * 0.5; + Vector3 ofs = position + half_extents; + + return Vector3( + (p_normal.x > 0) ? -half_extents.x : half_extents.x, + (p_normal.y > 0) ? -half_extents.y : half_extents.y, + (p_normal.z > 0) ? -half_extents.z : half_extents.z) + + ofs; +} + +Vector3 AABB::get_endpoint(int p_point) const { + switch (p_point) { + case 0: + return Vector3(position.x, position.y, position.z); + case 1: + return Vector3(position.x, position.y, position.z + size.z); + case 2: + return Vector3(position.x, position.y + size.y, position.z); + case 3: + return Vector3(position.x, position.y + size.y, position.z + size.z); + case 4: + return Vector3(position.x + size.x, position.y, position.z); + case 5: + return Vector3(position.x + size.x, position.y, position.z + size.z); + case 6: + return Vector3(position.x + size.x, position.y + size.y, position.z); + case 7: + return Vector3(position.x + size.x, position.y + size.y, position.z + size.z); + }; + + ERR_FAIL_V(Vector3()); +} + +bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const { + Vector3 half_extents = size * 0.5; + Vector3 ofs = position + half_extents; + + for (int i = 0; i < p_plane_count; i++) { + const Plane &p = p_planes[i]; + Vector3 point( + (p.normal.x > 0) ? -half_extents.x : half_extents.x, + (p.normal.y > 0) ? -half_extents.y : half_extents.y, + (p.normal.z > 0) ? -half_extents.z : half_extents.z); + point += ofs; + if (p.is_point_over(point)) + return false; + } + + return true; +} + +bool AABB::has_point(const Vector3 &p_point) const { + if (p_point.x < position.x) + return false; + if (p_point.y < position.y) + return false; + if (p_point.z < position.z) + return false; + if (p_point.x > position.x + size.x) + return false; + if (p_point.y > position.y + size.y) + return false; + if (p_point.z > position.z + size.z) + return false; + + return true; +} + +void AABB::expand_to(const Vector3 &p_vector) { + Vector3 begin = position; + Vector3 end = position + size; + + if (p_vector.x < begin.x) + begin.x = p_vector.x; + if (p_vector.y < begin.y) + begin.y = p_vector.y; + if (p_vector.z < begin.z) + begin.z = p_vector.z; + + if (p_vector.x > end.x) + end.x = p_vector.x; + if (p_vector.y > end.y) + end.y = p_vector.y; + if (p_vector.z > end.z) + end.z = p_vector.z; + + position = begin; + size = end - begin; +} + +void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const { + Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5); + Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z); + + real_t length = p_plane.normal.abs().dot(half_extents); + real_t distance = p_plane.distance_to(center); + r_min = distance - length; + r_max = distance + length; +} + +real_t AABB::get_longest_axis_size() const { + real_t max_size = size.x; + + if (size.y > max_size) { + max_size = size.y; + } + + if (size.z > max_size) { + max_size = size.z; + } + + return max_size; +} + +real_t AABB::get_shortest_axis_size() const { + real_t max_size = size.x; + + if (size.y < max_size) { + max_size = size.y; + } + + if (size.z < max_size) { + max_size = size.z; + } + + return max_size; +} + +bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t0, real_t t1) const { + real_t divx = 1.0 / dir.x; + real_t divy = 1.0 / dir.y; + real_t divz = 1.0 / dir.z; + + Vector3 upbound = position + size; + real_t tmin, tmax, tymin, tymax, tzmin, tzmax; + if (dir.x >= 0) { + tmin = (position.x - from.x) * divx; + tmax = (upbound.x - from.x) * divx; + } else { + tmin = (upbound.x - from.x) * divx; + tmax = (position.x - from.x) * divx; + } + if (dir.y >= 0) { + tymin = (position.y - from.y) * divy; + tymax = (upbound.y - from.y) * divy; + } else { + tymin = (upbound.y - from.y) * divy; + tymax = (position.y - from.y) * divy; + } + if ((tmin > tymax) || (tymin > tmax)) + return false; + if (tymin > tmin) + tmin = tymin; + if (tymax < tmax) + tmax = tymax; + if (dir.z >= 0) { + tzmin = (position.z - from.z) * divz; + tzmax = (upbound.z - from.z) * divz; + } else { + tzmin = (upbound.z - from.z) * divz; + tzmax = (position.z - from.z) * divz; + } + if ((tmin > tzmax) || (tzmin > tmax)) + return false; + if (tzmin > tmin) + tmin = tzmin; + if (tzmax < tmax) + tmax = tzmax; + return ((tmin < t1) && (tmax > t0)); +} + +void AABB::grow_by(real_t p_amount) { + position.x -= p_amount; + position.y -= p_amount; + position.z -= p_amount; + size.x += 2.0 * p_amount; + size.y += 2.0 * p_amount; + size.z += 2.0 * p_amount; +} + +real_t AABB::get_area() const { + return size.x * size.y * size.z; +} + +bool AABB::operator==(const AABB &p_rval) const { + return ((position == p_rval.position) && (size == p_rval.size)); +} +bool AABB::operator!=(const AABB &p_rval) const { + return ((position != p_rval.position) || (size != p_rval.size)); +} + +void AABB::merge_with(const AABB &p_aabb) { + Vector3 beg_1, beg_2; + Vector3 end_1, end_2; + Vector3 min, max; + + beg_1 = position; + beg_2 = p_aabb.position; + end_1 = Vector3(size.x, size.y, size.z) + beg_1; + end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2; + + min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x; + min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y; + min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z; + + max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x; + max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y; + max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z; + + position = min; + size = max - min; +} + +AABB AABB::intersection(const AABB &p_aabb) const { + Vector3 src_min = position; + Vector3 src_max = position + size; + Vector3 dst_min = p_aabb.position; + Vector3 dst_max = p_aabb.position + p_aabb.size; + + Vector3 min, max; + + if (src_min.x > dst_max.x || src_max.x < dst_min.x) + return AABB(); + else { + min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x; + max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x; + } + + if (src_min.y > dst_max.y || src_max.y < dst_min.y) + return AABB(); + else { + min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y; + max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y; + } + + if (src_min.z > dst_max.z || src_max.z < dst_min.z) + return AABB(); + else { + min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z; + max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z; + } + + return AABB(min, max - min); +} + +bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const { + Vector3 c1, c2; + Vector3 end = position + size; + real_t near = -1e20; + real_t far = 1e20; + int axis = 0; + + for (int i = 0; i < 3; i++) { + if (p_dir[i] == 0) { + if ((p_from[i] < position[i]) || (p_from[i] > end[i])) { + return false; + } + } else { // ray not parallel to planes in this direction + c1[i] = (position[i] - p_from[i]) / p_dir[i]; + c2[i] = (end[i] - p_from[i]) / p_dir[i]; + + if (c1[i] > c2[i]) { + std::swap(c1, c2); + } + if (c1[i] > near) { + near = c1[i]; + axis = i; + } + if (c2[i] < far) { + far = c2[i]; + } + if ((near > far) || (far < 0)) { + return false; + } + } + } + + if (r_clip) + *r_clip = c1; + if (r_normal) { + *r_normal = Vector3(); + (*r_normal)[axis] = p_dir[axis] ? -1 : 1; + } + + return true; +} + +bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const { + real_t min = 0, max = 1; + int axis = 0; + real_t sign = 0; + + for (int i = 0; i < 3; i++) { + real_t seg_from = p_from[i]; + real_t seg_to = p_to[i]; + real_t box_begin = position[i]; + real_t box_end = box_begin + size[i]; + real_t cmin, cmax; + real_t csign; + + if (seg_from < seg_to) { + if (seg_from > box_end || seg_to < box_begin) + return false; + real_t length = seg_to - seg_from; + cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0; + cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1; + csign = -1.0; + + } else { + if (seg_to > box_end || seg_from < box_begin) + return false; + real_t length = seg_to - seg_from; + cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0; + cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1; + csign = 1.0; + } + + if (cmin > min) { + min = cmin; + axis = i; + sign = csign; + } + if (cmax < max) + max = cmax; + if (max < min) + return false; + } + + Vector3 rel = p_to - p_from; + + if (r_normal) { + Vector3 normal; + normal[axis] = sign; + *r_normal = normal; + } + + if (r_clip) + *r_clip = p_from + rel * min; + + return true; +} + +bool AABB::intersects_plane(const Plane &p_plane) const { + Vector3 points[8] = { + Vector3(position.x, position.y, position.z), + Vector3(position.x, position.y, position.z + size.z), + Vector3(position.x, position.y + size.y, position.z), + Vector3(position.x, position.y + size.y, position.z + size.z), + Vector3(position.x + size.x, position.y, position.z), + Vector3(position.x + size.x, position.y, position.z + size.z), + Vector3(position.x + size.x, position.y + size.y, position.z), + Vector3(position.x + size.x, position.y + size.y, position.z + size.z), + }; + + bool over = false; + bool under = false; + + for (int i = 0; i < 8; i++) { + if (p_plane.distance_to(points[i]) > 0) + over = true; + else + under = true; + } + + return under && over; +} + +Vector3 AABB::get_longest_axis() const { + Vector3 axis(1, 0, 0); + real_t max_size = size.x; + + if (size.y > max_size) { + axis = Vector3(0, 1, 0); + max_size = size.y; + } + + if (size.z > max_size) { + axis = Vector3(0, 0, 1); + max_size = size.z; + } + + return axis; +} +int AABB::get_longest_axis_index() const { + int axis = 0; + real_t max_size = size.x; + + if (size.y > max_size) { + axis = 1; + max_size = size.y; + } + + if (size.z > max_size) { + axis = 2; + max_size = size.z; + } + + return axis; +} + +Vector3 AABB::get_shortest_axis() const { + Vector3 axis(1, 0, 0); + real_t max_size = size.x; + + if (size.y < max_size) { + axis = Vector3(0, 1, 0); + max_size = size.y; + } + + if (size.z < max_size) { + axis = Vector3(0, 0, 1); + max_size = size.z; + } + + return axis; +} +int AABB::get_shortest_axis_index() const { + int axis = 0; + real_t max_size = size.x; + + if (size.y < max_size) { + axis = 1; + max_size = size.y; + } + + if (size.z < max_size) { + axis = 2; + max_size = size.z; + } + + return axis; +} + +AABB AABB::merge(const AABB &p_with) const { + AABB aabb = *this; + aabb.merge_with(p_with); + return aabb; +} +AABB AABB::expand(const Vector3 &p_vector) const { + AABB aabb = *this; + aabb.expand_to(p_vector); + return aabb; +} +AABB AABB::grow(real_t p_by) const { + AABB aabb = *this; + aabb.grow_by(p_by); + return aabb; +} + +void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const { + ERR_FAIL_INDEX(p_edge, 12); + switch (p_edge) { + case 0: { + r_from = Vector3(position.x + size.x, position.y, position.z); + r_to = Vector3(position.x, position.y, position.z); + } break; + case 1: { + r_from = Vector3(position.x + size.x, position.y, position.z + size.z); + r_to = Vector3(position.x + size.x, position.y, position.z); + } break; + case 2: { + r_from = Vector3(position.x, position.y, position.z + size.z); + r_to = Vector3(position.x + size.x, position.y, position.z + size.z); + + } break; + case 3: { + r_from = Vector3(position.x, position.y, position.z); + r_to = Vector3(position.x, position.y, position.z + size.z); + + } break; + case 4: { + r_from = Vector3(position.x, position.y + size.y, position.z); + r_to = Vector3(position.x + size.x, position.y + size.y, position.z); + } break; + case 5: { + r_from = Vector3(position.x + size.x, position.y + size.y, position.z); + r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z); + } break; + case 6: { + r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z); + r_to = Vector3(position.x, position.y + size.y, position.z + size.z); + + } break; + case 7: { + r_from = Vector3(position.x, position.y + size.y, position.z + size.z); + r_to = Vector3(position.x, position.y + size.y, position.z); + + } break; + case 8: { + r_from = Vector3(position.x, position.y, position.z + size.z); + r_to = Vector3(position.x, position.y + size.y, position.z + size.z); + + } break; + case 9: { + r_from = Vector3(position.x, position.y, position.z); + r_to = Vector3(position.x, position.y + size.y, position.z); + + } break; + case 10: { + r_from = Vector3(position.x + size.x, position.y, position.z); + r_to = Vector3(position.x + size.x, position.y + size.y, position.z); + + } break; + case 11: { + r_from = Vector3(position.x + size.x, position.y, position.z + size.z); + r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z); + + } break; + } +} + +AABB::operator String() const { + return String() + position + " - " + size; +} + +} // namespace godot diff --git a/src/core/Array.cpp b/src/core/Array.cpp new file mode 100644 index 0000000..72663c9 --- /dev/null +++ b/src/core/Array.cpp @@ -0,0 +1,226 @@ +/*************************************************************************/ +/* Array.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Array.hpp" +#include "GodotGlobal.hpp" +#include "Variant.hpp" + +#include + +namespace godot { + +class Object; + +Array::Array() { + godot::api->godot_array_new(&_godot_array); +} + +Array::Array(const Array &other) { + godot::api->godot_array_new_copy(&_godot_array, &other._godot_array); +} + +Array &Array::operator=(const Array &other) { + godot::api->godot_array_destroy(&_godot_array); + godot::api->godot_array_new_copy(&_godot_array, &other._godot_array); + return *this; +} + +Array::Array(const PoolByteArray &a) { + godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a); +} + +Array::Array(const PoolIntArray &a) { + godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a); +} + +Array::Array(const PoolRealArray &a) { + godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a); +} + +Array::Array(const PoolStringArray &a) { + godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a); +} + +Array::Array(const PoolVector2Array &a) { + godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a); +} + +Array::Array(const PoolVector3Array &a) { + godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a); +} + +Array::Array(const PoolColorArray &a) { + godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a); +} + +Variant &Array::operator[](const int idx) { + godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx); + // We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array, + // so can return a reference without constructing a Variant + return *reinterpret_cast(v); +} + +const Variant &Array::operator[](const int idx) const { + // Yes, I'm casting away the const... you can hate me now. + // since the result is + godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx); + return *reinterpret_cast(v); +} + +void Array::append(const Variant &v) { + godot::api->godot_array_append(&_godot_array, (godot_variant *)&v); +} + +void Array::clear() { + godot::api->godot_array_clear(&_godot_array); +} + +int Array::count(const Variant &v) { + return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v); +} + +bool Array::empty() const { + return godot::api->godot_array_empty(&_godot_array); +} + +void Array::erase(const Variant &v) { + godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v); +} + +Variant Array::front() const { + godot_variant v = godot::api->godot_array_front(&_godot_array); + return Variant(v); +} + +Variant Array::back() const { + godot_variant v = godot::api->godot_array_back(&_godot_array); + return Variant(v); +} + +int Array::find(const Variant &what, const int from) const { + return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from); +} + +int Array::find_last(const Variant &what) const { + return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what); +} + +bool Array::has(const Variant &what) const { + return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what); +} + +uint32_t Array::hash() const { + return godot::api->godot_array_hash(&_godot_array); +} + +void Array::insert(const int pos, const Variant &value) { + godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value); +} + +void Array::invert() { + godot::api->godot_array_invert(&_godot_array); +} + +Variant Array::pop_back() { + godot_variant v = godot::api->godot_array_pop_back(&_godot_array); + return Variant(v); +} + +Variant Array::pop_front() { + godot_variant v = godot::api->godot_array_pop_front(&_godot_array); + return Variant(v); +} + +void Array::push_back(const Variant &v) { + godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v); +} + +void Array::push_front(const Variant &v) { + godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v); +} + +void Array::remove(const int idx) { + godot::api->godot_array_remove(&_godot_array, idx); +} + +int Array::size() const { + return godot::api->godot_array_size(&_godot_array); +} + +void Array::resize(const int size) { + godot::api->godot_array_resize(&_godot_array, size); +} + +int Array::rfind(const Variant &what, const int from) const { + return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from); +} + +void Array::sort() { + godot::api->godot_array_sort(&_godot_array); +} + +void Array::sort_custom(Object *obj, const String &func) { + godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func); +} + +int Array::bsearch(const Variant &value, const bool before) { + return godot::api->godot_array_bsearch(&_godot_array, (godot_variant *)&value, before); +} + +int Array::bsearch_custom(const Variant &value, const Object *obj, + const String &func, const bool before) { + return godot::api->godot_array_bsearch_custom(&_godot_array, (godot_variant *)&value, + (godot_object *)obj, (godot_string *)&func, before); +} + +Array Array::duplicate(const bool deep) const { + godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep); + return Array(arr); +} + +Variant Array::max() const { + godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array); + return Variant(v); +} + +Variant Array::min() const { + godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array); + return Variant(v); +} + +void Array::shuffle() { + godot::core_1_1_api->godot_array_shuffle(&_godot_array); +} + +Array::~Array() { + godot::api->godot_array_destroy(&_godot_array); +} + +} // namespace godot diff --git a/src/core/Basis.cpp b/src/core/Basis.cpp new file mode 100644 index 0000000..6bae9d9 --- /dev/null +++ b/src/core/Basis.cpp @@ -0,0 +1,710 @@ +/*************************************************************************/ +/* Basis.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Basis.hpp" +#include "Defs.hpp" +#include "Quat.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +const Basis Basis::IDENTITY = Basis(); +const Basis Basis::FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1); +const Basis Basis::FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1); +const Basis Basis::FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1); + +Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) { + elements[0] = row0; + elements[1] = row1; + elements[2] = row2; +} + +Basis::Basis(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) { + set(xx, xy, xz, yx, yy, yz, zx, zy, zz); +} + +Basis::Basis() { + elements[0][0] = 1; + elements[0][1] = 0; + elements[0][2] = 0; + elements[1][0] = 0; + elements[1][1] = 1; + elements[1][2] = 0; + elements[2][0] = 0; + elements[2][1] = 0; + elements[2][2] = 1; +} + +#define cofac(row1, col1, row2, col2) \ + (elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1]) + +void Basis::invert() { + real_t co[3] = { + cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1) + }; + real_t det = elements[0][0] * co[0] + + elements[0][1] * co[1] + + elements[0][2] * co[2]; + + ERR_FAIL_COND(det == 0); + + real_t s = 1.0 / det; + + set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s, + co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s, + co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s); +} +#undef cofac + +bool Basis::isequal_approx(const Basis &a, const Basis &b) const { + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + if ((::fabs(a.elements[i][j] - b.elements[i][j]) < CMP_EPSILON) == false) + return false; + } + } + + return true; +} + +bool Basis::is_orthogonal() const { + Basis id; + Basis m = (*this) * transposed(); + + return isequal_approx(id, m); +} + +bool Basis::is_rotation() const { + return ::fabs(determinant() - 1) < CMP_EPSILON && is_orthogonal(); +} + +void Basis::transpose() { + std::swap(elements[0][1], elements[1][0]); + std::swap(elements[0][2], elements[2][0]); + std::swap(elements[1][2], elements[2][1]); +} + +Basis Basis::inverse() const { + Basis b = *this; + b.invert(); + return b; +} + +Basis Basis::transposed() const { + Basis b = *this; + b.transpose(); + return b; +} + +real_t Basis::determinant() const { + return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) - + elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) + + elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]); +} + +Vector3 Basis::get_axis(int p_axis) const { + // get actual basis axis (elements is transposed for performance) + return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]); +} +void Basis::set_axis(int p_axis, const Vector3 &p_value) { + // get actual basis axis (elements is transposed for performance) + elements[0][p_axis] = p_value.x; + elements[1][p_axis] = p_value.y; + elements[2][p_axis] = p_value.z; +} + +void Basis::rotate(const Vector3 &p_axis, real_t p_phi) { + *this = rotated(p_axis, p_phi); +} + +Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const { + return Basis(p_axis, p_phi) * (*this); +} + +void Basis::scale(const Vector3 &p_scale) { + elements[0][0] *= p_scale.x; + elements[0][1] *= p_scale.x; + elements[0][2] *= p_scale.x; + elements[1][0] *= p_scale.y; + elements[1][1] *= p_scale.y; + elements[1][2] *= p_scale.y; + elements[2][0] *= p_scale.z; + elements[2][1] *= p_scale.z; + elements[2][2] *= p_scale.z; +} + +Basis Basis::scaled(const Vector3 &p_scale) const { + Basis b = *this; + b.scale(p_scale); + return b; +} + +Vector3 Basis::get_scale() const { + // We are assuming M = R.S, and performing a polar decomposition to extract R and S. + // FIXME: We eventually need a proper polar decomposition. + // As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1 + // (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix. + // As such, it works in conjuction with get_rotation(). + real_t det_sign = determinant() > 0 ? 1 : -1; + return det_sign * Vector3( + Vector3(elements[0][0], elements[1][0], elements[2][0]).length(), + Vector3(elements[0][1], elements[1][1], elements[2][1]).length(), + Vector3(elements[0][2], elements[1][2], elements[2][2]).length()); +} + +// TODO: implement this directly without using quaternions to make it more efficient +Basis Basis::slerp(Basis b, float t) const { + ERR_FAIL_COND_V(!is_rotation(), Basis()); + ERR_FAIL_COND_V(!b.is_rotation(), Basis()); + Quat from(*this); + Quat to(b); + return Basis(from.slerp(to, t)); +} + +// get_euler_xyz returns a vector containing the Euler angles in the format +// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last +// (following the convention they are commonly defined in the literature). +// +// The current implementation uses XYZ convention (Z is the first rotation), +// so euler.z is the angle of the (first) rotation around Z axis and so on, +// +// And thus, assuming the matrix is a rotation matrix, this function returns +// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates +// around the z-axis by a and so on. +Vector3 Basis::get_euler_xyz() const { + // Euler angles in XYZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz -cy*sz sy + // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx + // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy + + Vector3 euler; + + ERR_FAIL_COND_V(is_rotation() == false, euler); + + real_t sy = elements[0][2]; + if (sy < 1.0) { + if (sy > -1.0) { + // is this a pure Y rotation? + if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) { + // return the simplest form (human friendlier in editor and scripts) + euler.x = 0; + euler.y = atan2(elements[0][2], elements[0][0]); + euler.z = 0; + } else { + euler.x = ::atan2(-elements[1][2], elements[2][2]); + euler.y = ::asin(sy); + euler.z = ::atan2(-elements[0][1], elements[0][0]); + } + } else { + euler.x = -::atan2(elements[0][1], elements[1][1]); + euler.y = -Math_PI / 2.0; + euler.z = 0.0; + } + } else { + euler.x = ::atan2(elements[0][1], elements[1][1]); + euler.y = Math_PI / 2.0; + euler.z = 0.0; + } + return euler; +} + +// set_euler_xyz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// The current implementation uses XYZ convention (Z is the first rotation). +void Basis::set_euler_xyz(const Vector3 &p_euler) { + real_t c, s; + + c = ::cos(p_euler.x); + s = ::sin(p_euler.x); + Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); + + c = ::cos(p_euler.y); + s = ::sin(p_euler.y); + Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); + + c = ::cos(p_euler.z); + s = ::sin(p_euler.z); + Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); + + //optimizer will optimize away all this anyway + *this = xmat * (ymat * zmat); +} + +// get_euler_yxz returns a vector containing the Euler angles in the YXZ convention, +// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned +// as the x, y, and z components of a Vector3 respectively. +Vector3 Basis::get_euler_yxz() const { + // Euler angles in YXZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy + // cx*sz cx*cz -sx + // cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx + + Vector3 euler; + + ERR_FAIL_COND_V(is_rotation() == false, euler); + + real_t m12 = elements[1][2]; + + if (m12 < 1) { + if (m12 > -1) { + // is this a pure X rotation? + if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { + // return the simplest form (human friendlier in editor and scripts) + euler.x = atan2(-m12, elements[1][1]); + euler.y = 0; + euler.z = 0; + } else { + euler.x = asin(-m12); + euler.y = atan2(elements[0][2], elements[2][2]); + euler.z = atan2(elements[1][0], elements[1][1]); + } + } else { // m12 == -1 + euler.x = Math_PI * 0.5; + euler.y = -atan2(-elements[0][1], elements[0][0]); + euler.z = 0; + } + } else { // m12 == 1 + euler.x = -Math_PI * 0.5; + euler.y = -atan2(-elements[0][1], elements[0][0]); + euler.z = 0; + } + + return euler; +} + +// set_euler_yxz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// The current implementation uses YXZ convention (Z is the first rotation). +void Basis::set_euler_yxz(const Vector3 &p_euler) { + real_t c, s; + + c = ::cos(p_euler.x); + s = ::sin(p_euler.x); + Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c); + + c = ::cos(p_euler.y); + s = ::sin(p_euler.y); + Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c); + + c = ::cos(p_euler.z); + s = ::sin(p_euler.z); + Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); + + //optimizer will optimize away all this anyway + *this = ymat * xmat * zmat; +} + +// transposed dot products +real_t Basis::tdotx(const Vector3 &v) const { + return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2]; +} +real_t Basis::tdoty(const Vector3 &v) const { + return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2]; +} +real_t Basis::tdotz(const Vector3 &v) const { + return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2]; +} + +bool Basis::operator==(const Basis &p_matrix) const { + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + if (elements[i][j] != p_matrix.elements[i][j]) + return false; + } + } + + return true; +} + +bool Basis::operator!=(const Basis &p_matrix) const { + return (!(*this == p_matrix)); +} + +Vector3 Basis::xform(const Vector3 &p_vector) const { + return Vector3( + elements[0].dot(p_vector), + elements[1].dot(p_vector), + elements[2].dot(p_vector)); +} + +Vector3 Basis::xform_inv(const Vector3 &p_vector) const { + return Vector3( + (elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z), + (elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z), + (elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z)); +} +void Basis::operator*=(const Basis &p_matrix) { + set( + p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]), + p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]), + p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2])); +} + +Basis Basis::operator*(const Basis &p_matrix) const { + return Basis( + p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]), + p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]), + p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2])); +} + +void Basis::operator+=(const Basis &p_matrix) { + elements[0] += p_matrix.elements[0]; + elements[1] += p_matrix.elements[1]; + elements[2] += p_matrix.elements[2]; +} + +Basis Basis::operator+(const Basis &p_matrix) const { + Basis ret(*this); + ret += p_matrix; + return ret; +} + +void Basis::operator-=(const Basis &p_matrix) { + elements[0] -= p_matrix.elements[0]; + elements[1] -= p_matrix.elements[1]; + elements[2] -= p_matrix.elements[2]; +} + +Basis Basis::operator-(const Basis &p_matrix) const { + Basis ret(*this); + ret -= p_matrix; + return ret; +} + +void Basis::operator*=(real_t p_val) { + elements[0] *= p_val; + elements[1] *= p_val; + elements[2] *= p_val; +} + +Basis Basis::operator*(real_t p_val) const { + Basis ret(*this); + ret *= p_val; + return ret; +} + +Basis::operator String() const { + String s; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + if (i != 0 || j != 0) + s += ", "; + + s += String::num(elements[i][j]); + } + } + return s; +} + +/* create / set */ + +void Basis::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) { + elements[0][0] = xx; + elements[0][1] = xy; + elements[0][2] = xz; + elements[1][0] = yx; + elements[1][1] = yy; + elements[1][2] = yz; + elements[2][0] = zx; + elements[2][1] = zy; + elements[2][2] = zz; +} +Vector3 Basis::get_column(int i) const { + return Vector3(elements[0][i], elements[1][i], elements[2][i]); +} + +Vector3 Basis::get_row(int i) const { + return Vector3(elements[i][0], elements[i][1], elements[i][2]); +} +Vector3 Basis::get_main_diagonal() const { + return Vector3(elements[0][0], elements[1][1], elements[2][2]); +} + +void Basis::set_row(int i, const Vector3 &p_row) { + elements[i][0] = p_row.x; + elements[i][1] = p_row.y; + elements[i][2] = p_row.z; +} + +Basis Basis::transpose_xform(const Basis &m) const { + return Basis( + elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x, + elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y, + elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z, + elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x, + elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y, + elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z, + elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x, + elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y, + elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z); +} + +void Basis::orthonormalize() { + ERR_FAIL_COND(determinant() == 0); + + // Gram-Schmidt Process + + Vector3 x = get_axis(0); + Vector3 y = get_axis(1); + Vector3 z = get_axis(2); + + x.normalize(); + y = (y - x * (x.dot(y))); + y.normalize(); + z = (z - x * (x.dot(z)) - y * (y.dot(z))); + z.normalize(); + + set_axis(0, x); + set_axis(1, y); + set_axis(2, z); +} + +Basis Basis::orthonormalized() const { + Basis b = *this; + b.orthonormalize(); + return b; +} + +bool Basis::is_symmetric() const { + if (::fabs(elements[0][1] - elements[1][0]) > CMP_EPSILON) + return false; + if (::fabs(elements[0][2] - elements[2][0]) > CMP_EPSILON) + return false; + if (::fabs(elements[1][2] - elements[2][1]) > CMP_EPSILON) + return false; + + return true; +} + +Basis Basis::diagonalize() { + // I love copy paste + + if (!is_symmetric()) + return Basis(); + + const int ite_max = 1024; + + real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2]; + + int ite = 0; + Basis acc_rot; + while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max) { + real_t el01_2 = elements[0][1] * elements[0][1]; + real_t el02_2 = elements[0][2] * elements[0][2]; + real_t el12_2 = elements[1][2] * elements[1][2]; + // Find the pivot element + int i, j; + if (el01_2 > el02_2) { + if (el12_2 > el01_2) { + i = 1; + j = 2; + } else { + i = 0; + j = 1; + } + } else { + if (el12_2 > el02_2) { + i = 1; + j = 2; + } else { + i = 0; + j = 2; + } + } + + // Compute the rotation angle + real_t angle; + if (::fabs(elements[j][j] - elements[i][i]) < CMP_EPSILON) { + angle = Math_PI / 4; + } else { + angle = 0.5 * ::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i])); + } + + // Compute the rotation matrix + Basis rot; + rot.elements[i][i] = rot.elements[j][j] = ::cos(angle); + rot.elements[i][j] = -(rot.elements[j][i] = ::sin(angle)); + + // Update the off matrix norm + off_matrix_norm_2 -= elements[i][j] * elements[i][j]; + + // Apply the rotation + *this = rot * *this * rot.transposed(); + acc_rot = rot * acc_rot; + } + + return acc_rot; +} + +static const Basis _ortho_bases[24] = { + Basis(1, 0, 0, 0, 1, 0, 0, 0, 1), + Basis(0, -1, 0, 1, 0, 0, 0, 0, 1), + Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1), + Basis(0, 1, 0, -1, 0, 0, 0, 0, 1), + Basis(1, 0, 0, 0, 0, -1, 0, 1, 0), + Basis(0, 0, 1, 1, 0, 0, 0, 1, 0), + Basis(-1, 0, 0, 0, 0, 1, 0, 1, 0), + Basis(0, 0, -1, -1, 0, 0, 0, 1, 0), + Basis(1, 0, 0, 0, -1, 0, 0, 0, -1), + Basis(0, 1, 0, 1, 0, 0, 0, 0, -1), + Basis(-1, 0, 0, 0, 1, 0, 0, 0, -1), + Basis(0, -1, 0, -1, 0, 0, 0, 0, -1), + Basis(1, 0, 0, 0, 0, 1, 0, -1, 0), + Basis(0, 0, -1, 1, 0, 0, 0, -1, 0), + Basis(-1, 0, 0, 0, 0, -1, 0, -1, 0), + Basis(0, 0, 1, -1, 0, 0, 0, -1, 0), + Basis(0, 0, 1, 0, 1, 0, -1, 0, 0), + Basis(0, -1, 0, 0, 0, 1, -1, 0, 0), + Basis(0, 0, -1, 0, -1, 0, -1, 0, 0), + Basis(0, 1, 0, 0, 0, -1, -1, 0, 0), + Basis(0, 0, 1, 0, -1, 0, 1, 0, 0), + Basis(0, 1, 0, 0, 0, 1, 1, 0, 0), + Basis(0, 0, -1, 0, 1, 0, 1, 0, 0), + Basis(0, -1, 0, 0, 0, -1, 1, 0, 0) +}; + +int Basis::get_orthogonal_index() const { + //could be sped up if i come up with a way + Basis orth = *this; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + real_t v = orth[i][j]; + if (v > 0.5) + v = 1.0; + else if (v < -0.5) + v = -1.0; + else + v = 0; + + orth[i][j] = v; + } + } + + for (int i = 0; i < 24; i++) { + if (_ortho_bases[i] == orth) + return i; + } + + return 0; +} + +void Basis::set_orthogonal_index(int p_index) { + //there only exist 24 orthogonal bases in r3 + ERR_FAIL_COND(p_index >= 24); + + *this = _ortho_bases[p_index]; +} + +Basis::Basis(const Vector3 &p_euler) { + set_euler(p_euler); +} + +} // namespace godot + +#include "Quat.hpp" + +namespace godot { + +Basis::Basis(const Quat &p_quat) { + real_t d = p_quat.length_squared(); + real_t s = 2.0 / d; + real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s; + real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs; + real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs; + real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs; + set(1.0 - (yy + zz), xy - wz, xz + wy, + xy + wz, 1.0 - (xx + zz), yz - wx, + xz - wy, yz + wx, 1.0 - (xx + yy)); +} + +Basis::Basis(const Vector3 &p_axis, real_t p_phi) { + // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle + + Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z); + + real_t cosine = ::cos(p_phi); + real_t sine = ::sin(p_phi); + + elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x); + elements[0][1] = p_axis.x * p_axis.y * (1.0 - cosine) - p_axis.z * sine; + elements[0][2] = p_axis.z * p_axis.x * (1.0 - cosine) + p_axis.y * sine; + + elements[1][0] = p_axis.x * p_axis.y * (1.0 - cosine) + p_axis.z * sine; + elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y); + elements[1][2] = p_axis.y * p_axis.z * (1.0 - cosine) - p_axis.x * sine; + + elements[2][0] = p_axis.z * p_axis.x * (1.0 - cosine) - p_axis.y * sine; + elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine; + elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z); +} + +Basis::operator Quat() const { + //commenting this check because precision issues cause it to fail when it shouldn't + //ERR_FAIL_COND_V(is_rotation() == false, Quat()); + + real_t trace = elements[0][0] + elements[1][1] + elements[2][2]; + real_t temp[4]; + + if (trace > 0.0) { + real_t s = ::sqrt(trace + 1.0); + temp[3] = (s * 0.5); + s = 0.5 / s; + + temp[0] = ((elements[2][1] - elements[1][2]) * s); + temp[1] = ((elements[0][2] - elements[2][0]) * s); + temp[2] = ((elements[1][0] - elements[0][1]) * s); + } else { + int i = elements[0][0] < elements[1][1] ? + (elements[1][1] < elements[2][2] ? 2 : 1) : + (elements[0][0] < elements[2][2] ? 2 : 0); + int j = (i + 1) % 3; + int k = (i + 2) % 3; + + real_t s = ::sqrt(elements[i][i] - elements[j][j] - elements[k][k] + 1.0); + temp[i] = s * 0.5; + s = 0.5 / s; + + temp[3] = (elements[k][j] - elements[j][k]) * s; + temp[j] = (elements[j][i] + elements[i][j]) * s; + temp[k] = (elements[k][i] + elements[i][k]) * s; + } + + return Quat(temp[0], temp[1], temp[2], temp[3]); +} + +} // namespace godot diff --git a/src/core/CameraMatrix.cpp b/src/core/CameraMatrix.cpp new file mode 100644 index 0000000..29267c3 --- /dev/null +++ b/src/core/CameraMatrix.cpp @@ -0,0 +1,655 @@ +/*************************************************************************/ +/* CameraMatrix.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "CameraMatrix.hpp" + +void CameraMatrix::set_identity() { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + matrix[i][j] = (i == j) ? 1 : 0; + } + } +} + +void CameraMatrix::set_zero() { + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + matrix[i][j] = 0; + } + } +} + +Plane CameraMatrix::xform4(const Plane &p_vec4) const { + Plane ret; + + ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d; + ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d; + ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d; + ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d; + return ret; +} + +void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) { + if (p_flip_fov) { + p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect); + } + + real_t sine, cotangent, deltaZ; + real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0; + + deltaZ = p_z_far - p_z_near; + sine = sin(radians); + + if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) { + return; + } + cotangent = cos(radians) / sine; + + set_identity(); + + matrix[0][0] = cotangent / p_aspect; + matrix[1][1] = cotangent; + matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; + matrix[2][3] = -1; + matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; + matrix[3][3] = 0; +} + +void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) { + if (p_flip_fov) { + p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect); + } + + real_t left, right, modeltranslation, ymax, xmax, frustumshift; + + ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f); + xmax = ymax * p_aspect; + frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; + + switch (p_eye) { + case 1: { // left eye + left = -xmax + frustumshift; + right = xmax + frustumshift; + modeltranslation = p_intraocular_dist / 2.0; + }; break; + case 2: { // right eye + left = -xmax - frustumshift; + right = xmax - frustumshift; + modeltranslation = -p_intraocular_dist / 2.0; + }; break; + default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov) + left = -xmax; + right = xmax; + modeltranslation = 0.0; + }; break; + }; + + set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far); + + // translate matrix by (modeltranslation, 0.0, 0.0) + CameraMatrix cm; + cm.set_identity(); + cm.matrix[3][0] = modeltranslation; + *this = *this * cm; +} + +void CameraMatrix::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) { + // we first calculate our base frustum on our values without taking our lens magnification into account. + real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens; + real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens; + real_t f3 = (p_display_width / 4.0) / p_display_to_lens; + + // now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much + // we're willing to sacrifice in FOV. + real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0; + f1 += add; + f2 += add; + f3 *= p_oversample; + + // always apply KEEP_WIDTH aspect ratio + f3 /= p_aspect; + + switch (p_eye) { + case 1: { // left eye + set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far); + }; break; + case 2: { // right eye + set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far); + }; break; + default: { // mono, does not apply here! + }; break; + }; +}; + +void CameraMatrix::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) { + set_identity(); + + matrix[0][0] = 2.0 / (p_right - p_left); + matrix[3][0] = -((p_right + p_left) / (p_right - p_left)); + matrix[1][1] = 2.0 / (p_top - p_bottom); + matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom)); + matrix[2][2] = -2.0 / (p_zfar - p_znear); + matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear)); + matrix[3][3] = 1.0; +} + +void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) { + if (!p_flip_fov) { + p_size *= p_aspect; + } + + set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar); +} + +void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) { + ERR_FAIL_COND(p_right <= p_left); + ERR_FAIL_COND(p_top <= p_bottom); + ERR_FAIL_COND(p_far <= p_near); + + real_t *te = &matrix[0][0]; + real_t x = 2 * p_near / (p_right - p_left); + real_t y = 2 * p_near / (p_top - p_bottom); + + real_t a = (p_right + p_left) / (p_right - p_left); + real_t b = (p_top + p_bottom) / (p_top - p_bottom); + real_t c = -(p_far + p_near) / (p_far - p_near); + real_t d = -2 * p_far * p_near / (p_far - p_near); + + te[0] = x; + te[1] = 0; + te[2] = 0; + te[3] = 0; + te[4] = 0; + te[5] = y; + te[6] = 0; + te[7] = 0; + te[8] = a; + te[9] = b; + te[10] = c; + te[11] = -1; + te[12] = 0; + te[13] = 0; + te[14] = d; + te[15] = 0; +} + +void CameraMatrix::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) { + if (!p_flip_fov) { + p_size *= p_aspect; + } + + set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far); +} + +real_t CameraMatrix::get_z_far() const { + const real_t *matrix = (const real_t *)this->matrix; + Plane new_plane = Plane(matrix[3] - matrix[2], + matrix[7] - matrix[6], + matrix[11] - matrix[10], + matrix[15] - matrix[14]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + return new_plane.d; +} +real_t CameraMatrix::get_z_near() const { + const real_t *matrix = (const real_t *)this->matrix; + Plane new_plane = Plane(matrix[3] + matrix[2], + matrix[7] + matrix[6], + matrix[11] + matrix[10], + -matrix[15] - matrix[14]); + + new_plane.normalize(); + return new_plane.d; +} + +Vector2 CameraMatrix::get_viewport_half_extents() const { + const real_t *matrix = (const real_t *)this->matrix; + ///////--- Near Plane ---/////// + Plane near_plane = Plane(matrix[3] + matrix[2], + matrix[7] + matrix[6], + matrix[11] + matrix[10], + -matrix[15] - matrix[14]); + near_plane.normalize(); + + ///////--- Right Plane ---/////// + Plane right_plane = Plane(matrix[3] - matrix[0], + matrix[7] - matrix[4], + matrix[11] - matrix[8], + -matrix[15] + matrix[12]); + right_plane.normalize(); + + Plane top_plane = Plane(matrix[3] - matrix[1], + matrix[7] - matrix[5], + matrix[11] - matrix[9], + -matrix[15] + matrix[13]); + top_plane.normalize(); + + Vector3 res; + near_plane.intersect_3(right_plane, top_plane, &res); + + return Vector2(res.x, res.y); +} + +bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const { + std::vector planes = get_projection_planes(Transform()); + const Planes intersections[8][3] = { + { PLANE_FAR, PLANE_LEFT, PLANE_TOP }, + { PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM }, + { PLANE_FAR, PLANE_RIGHT, PLANE_TOP }, + { PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM }, + { PLANE_NEAR, PLANE_LEFT, PLANE_TOP }, + { PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM }, + { PLANE_NEAR, PLANE_RIGHT, PLANE_TOP }, + { PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM }, + }; + + for (int i = 0; i < 8; i++) { + Vector3 point; + bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point); + ERR_FAIL_COND_V(!res, false); + p_8points[i] = p_transform.xform(point); + } + + return true; +} + +std::vector CameraMatrix::get_projection_planes(const Transform &p_transform) const { + /** Fast Plane Extraction from combined modelview/projection matrices. + * References: + * https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html + * https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf + */ + + std::vector planes; + + const real_t *matrix = (const real_t *)this->matrix; + + Plane new_plane; + + ///////--- Near Plane ---/////// + new_plane = Plane(matrix[3] + matrix[2], + matrix[7] + matrix[6], + matrix[11] + matrix[10], + matrix[15] + matrix[14]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + ///////--- Far Plane ---/////// + new_plane = Plane(matrix[3] - matrix[2], + matrix[7] - matrix[6], + matrix[11] - matrix[10], + matrix[15] - matrix[14]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + ///////--- Left Plane ---/////// + new_plane = Plane(matrix[3] + matrix[0], + matrix[7] + matrix[4], + matrix[11] + matrix[8], + matrix[15] + matrix[12]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + ///////--- Top Plane ---/////// + new_plane = Plane(matrix[3] - matrix[1], + matrix[7] - matrix[5], + matrix[11] - matrix[9], + matrix[15] - matrix[13]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + ///////--- Right Plane ---/////// + new_plane = Plane(matrix[3] - matrix[0], + matrix[7] - matrix[4], + matrix[11] - matrix[8], + matrix[15] - matrix[12]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + ///////--- Bottom Plane ---/////// + new_plane = Plane(matrix[3] + matrix[1], + matrix[7] + matrix[5], + matrix[11] + matrix[9], + matrix[15] + matrix[13]); + + new_plane.normal = -new_plane.normal; + new_plane.normalize(); + + planes.push_back(p_transform.xform(new_plane)); + + return planes; +} + +CameraMatrix CameraMatrix::inverse() const { + CameraMatrix cm = *this; + cm.invert(); + return cm; +} + +void CameraMatrix::invert() { + int i, j, k; + int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */ + real_t pvt_val; /* Value of current pivot element */ + real_t hold; /* Temporary storage */ + real_t determinat; /* Determinant */ + + determinat = 1.0; + for (k = 0; k < 4; k++) { + /** Locate k'th pivot element **/ + pvt_val = matrix[k][k]; /** Initialize for search **/ + pvt_i[k] = k; + pvt_j[k] = k; + for (i = k; i < 4; i++) { + for (j = k; j < 4; j++) { + if (absd(matrix[i][j]) > absd(pvt_val)) { + pvt_i[k] = i; + pvt_j[k] = j; + pvt_val = matrix[i][j]; + } + } + } + + /** Product of pivots, gives determinant when finished **/ + determinat *= pvt_val; + if (absd(determinat) < 1e-7) { + return; //(false); /** Matrix is singular (zero determinant). **/ + } + + /** "Interchange" rows (with sign change stuff) **/ + i = pvt_i[k]; + if (i != k) { /** If rows are different **/ + for (j = 0; j < 4; j++) { + hold = -matrix[k][j]; + matrix[k][j] = matrix[i][j]; + matrix[i][j] = hold; + } + } + + /** "Interchange" columns **/ + j = pvt_j[k]; + if (j != k) { /** If columns are different **/ + for (i = 0; i < 4; i++) { + hold = -matrix[i][k]; + matrix[i][k] = matrix[i][j]; + matrix[i][j] = hold; + } + } + + /** Divide column by minus pivot value **/ + for (i = 0; i < 4; i++) { + if (i != k) + matrix[i][k] /= (-pvt_val); + } + + /** Reduce the matrix **/ + for (i = 0; i < 4; i++) { + hold = matrix[i][k]; + for (j = 0; j < 4; j++) { + if (i != k && j != k) + matrix[i][j] += hold * matrix[k][j]; + } + } + + /** Divide row by pivot **/ + for (j = 0; j < 4; j++) { + if (j != k) + matrix[k][j] /= pvt_val; + } + + /** Replace pivot by reciprocal (at last we can touch it). **/ + matrix[k][k] = 1.0 / pvt_val; + } + + /* That was most of the work, one final pass of row/column interchange */ + /* to finish */ + for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/ + i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */ + if (i != k) { /* If rows are different */ + for (j = 0; j < 4; j++) { + hold = matrix[k][j]; + matrix[k][j] = -matrix[i][j]; + matrix[i][j] = hold; + } + } + + j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */ + if (j != k) /* If columns are different */ + for (i = 0; i < 4; i++) { + hold = matrix[i][k]; + matrix[i][k] = -matrix[i][j]; + matrix[i][j] = hold; + } + } +} + +CameraMatrix::CameraMatrix() { + set_identity(); +} + +CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const { + CameraMatrix new_matrix; + + for (int j = 0; j < 4; j++) { + for (int i = 0; i < 4; i++) { + real_t ab = 0; + for (int k = 0; k < 4; k++) + ab += matrix[k][i] * p_matrix.matrix[j][k]; + new_matrix.matrix[j][i] = ab; + } + } + + return new_matrix; +} + +void CameraMatrix::set_light_bias() { + real_t *m = &matrix[0][0]; + + m[0] = 0.5; + m[1] = 0.0; + m[2] = 0.0; + m[3] = 0.0; + m[4] = 0.0; + m[5] = 0.5; + m[6] = 0.0; + m[7] = 0.0; + m[8] = 0.0; + m[9] = 0.0; + m[10] = 0.5; + m[11] = 0.0; + m[12] = 0.5; + m[13] = 0.5; + m[14] = 0.5; + m[15] = 1.0; +} + +void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) { + real_t *m = &matrix[0][0]; + + m[0] = p_rect.size.width; + m[1] = 0.0; + m[2] = 0.0; + m[3] = 0.0; + m[4] = 0.0; + m[5] = p_rect.size.height; + m[6] = 0.0; + m[7] = 0.0; + m[8] = 0.0; + m[9] = 0.0; + m[10] = 1.0; + m[11] = 0.0; + m[12] = p_rect.position.x; + m[13] = p_rect.position.y; + m[14] = 0.0; + m[15] = 1.0; +} + +CameraMatrix::operator String() const { + String str; + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + str += String((j > 0) ? ", " : "\n") + String::num(matrix[i][j]); + + return str; +} + +real_t CameraMatrix::get_aspect() const { + Vector2 vp_he = get_viewport_half_extents(); + return vp_he.x / vp_he.y; +} + +int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const { + Vector3 result = xform(Vector3(1, 0, -1)); + + return int((result.x * 0.5 + 0.5) * p_for_pixel_width); +} + +bool CameraMatrix::is_orthogonal() const { + return matrix[3][3] == 1.0; +} + +real_t CameraMatrix::get_fov() const { + const real_t *matrix = (const real_t *)this->matrix; + + Plane right_plane = Plane(matrix[3] - matrix[0], + matrix[7] - matrix[4], + matrix[11] - matrix[8], + -matrix[15] + matrix[12]); + right_plane.normalize(); + + if ((matrix[8] == 0) && (matrix[9] == 0)) { + return Math::rad2deg(acos(std::abs(right_plane.normal.x))) * 2.0; + } else { + // our frustum is asymmetrical need to calculate the left planes angle separately.. + Plane left_plane = Plane(matrix[3] + matrix[0], + matrix[7] + matrix[4], + matrix[11] + matrix[8], + matrix[15] + matrix[12]); + left_plane.normalize(); + + return Math::rad2deg(acos(std::abs(left_plane.normal.x))) + Math::rad2deg(acos(std::abs(right_plane.normal.x))); + } +} + +void CameraMatrix::make_scale(const Vector3 &p_scale) { + set_identity(); + matrix[0][0] = p_scale.x; + matrix[1][1] = p_scale.y; + matrix[2][2] = p_scale.z; +} + +void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) { + Vector3 min = p_aabb.position; + Vector3 max = p_aabb.position + p_aabb.size; + + matrix[0][0] = 2 / (max.x - min.x); + matrix[1][0] = 0; + matrix[2][0] = 0; + matrix[3][0] = -(max.x + min.x) / (max.x - min.x); + + matrix[0][1] = 0; + matrix[1][1] = 2 / (max.y - min.y); + matrix[2][1] = 0; + matrix[3][1] = -(max.y + min.y) / (max.y - min.y); + + matrix[0][2] = 0; + matrix[1][2] = 0; + matrix[2][2] = 2 / (max.z - min.z); + matrix[3][2] = -(max.z + min.z) / (max.z - min.z); + + matrix[0][3] = 0; + matrix[1][3] = 0; + matrix[2][3] = 0; + matrix[3][3] = 1; +} + +CameraMatrix::operator Transform() const { + Transform tr; + const real_t *m = &matrix[0][0]; + + tr.basis.elements[0][0] = m[0]; + tr.basis.elements[1][0] = m[1]; + tr.basis.elements[2][0] = m[2]; + + tr.basis.elements[0][1] = m[4]; + tr.basis.elements[1][1] = m[5]; + tr.basis.elements[2][1] = m[6]; + + tr.basis.elements[0][2] = m[8]; + tr.basis.elements[1][2] = m[9]; + tr.basis.elements[2][2] = m[10]; + + tr.origin.x = m[12]; + tr.origin.y = m[13]; + tr.origin.z = m[14]; + + return tr; +} + +CameraMatrix::CameraMatrix(const Transform &p_transform) { + const Transform &tr = p_transform; + real_t *m = &matrix[0][0]; + + m[0] = tr.basis.elements[0][0]; + m[1] = tr.basis.elements[1][0]; + m[2] = tr.basis.elements[2][0]; + m[3] = 0.0; + m[4] = tr.basis.elements[0][1]; + m[5] = tr.basis.elements[1][1]; + m[6] = tr.basis.elements[2][1]; + m[7] = 0.0; + m[8] = tr.basis.elements[0][2]; + m[9] = tr.basis.elements[1][2]; + m[10] = tr.basis.elements[2][2]; + m[11] = 0.0; + m[12] = tr.origin.x; + m[13] = tr.origin.y; + m[14] = tr.origin.z; + m[15] = 1.0; +} + +CameraMatrix::~CameraMatrix() { +} diff --git a/src/core/Color.cpp b/src/core/Color.cpp new file mode 100644 index 0000000..e0d4772 --- /dev/null +++ b/src/core/Color.cpp @@ -0,0 +1,655 @@ +/*************************************************************************/ +/* Color.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Color.hpp" +#include "Defs.hpp" +#include "String.hpp" + +#include +#include + +namespace godot { + +#define MIN(a, b) (a < b ? a : b) +#define MAX(a, b) (a > b ? a : b) + +static String _to_hex(float p_val); + +static float _parse_col(const String &p_str, int p_ofs) { + int ig = 0; + + for (int i = 0; i < 2; i++) { + int c = (int)(wchar_t)p_str[i + p_ofs]; + int v = 0; + + if (c >= '0' && c <= '9') { + v = c - '0'; + } else if (c >= 'a' && c <= 'f') { + v = c - 'a'; + v += 10; + } else if (c >= 'A' && c <= 'F') { + v = c - 'A'; + v += 10; + } else { + return -1; + } + + if (i == 0) + ig += v * 16; + else + ig += v; + } + + return ig; +} + +uint32_t Color::to_32() const { + uint32_t c = (uint8_t)(a * 255); + c <<= 8; + c |= (uint8_t)(r * 255); + c <<= 8; + c |= (uint8_t)(g * 255); + c <<= 8; + c |= (uint8_t)(b * 255); + + return c; +} + +uint32_t Color::to_ARGB32() const { + uint32_t c = (uint8_t)(a * 255); + c <<= 8; + c |= (uint8_t)(r * 255); + c <<= 8; + c |= (uint8_t)(g * 255); + c <<= 8; + c |= (uint8_t)(b * 255); + + return c; +} + +uint32_t Color::to_ABGR32() const { + uint32_t c = (uint8_t)(a * 255); + c <<= 8; + c |= (uint8_t)(b * 255); + c <<= 8; + c |= (uint8_t)(g * 255); + c <<= 8; + c |= (uint8_t)(r * 255); + + return c; +} + +uint64_t Color::to_ABGR64() const { + uint64_t c = (uint16_t)(a * 65535); + c <<= 16; + c |= (uint16_t)(b * 65535); + c <<= 16; + c |= (uint16_t)(g * 65535); + c <<= 16; + c |= (uint16_t)(r * 65535); + + return c; +} + +uint64_t Color::to_ARGB64() const { + uint64_t c = (uint16_t)(a * 65535); + c <<= 16; + c |= (uint16_t)(r * 65535); + c <<= 16; + c |= (uint16_t)(g * 65535); + c <<= 16; + c |= (uint16_t)(b * 65535); + + return c; +} + +uint32_t Color::to_RGBA32() const { + uint32_t c = (uint8_t)(r * 255); + c <<= 8; + c |= (uint8_t)(g * 255); + c <<= 8; + c |= (uint8_t)(b * 255); + c <<= 8; + c |= (uint8_t)(a * 255); + + return c; +} + +uint64_t Color::to_RGBA64() const { + uint64_t c = (uint16_t)(r * 65535); + c <<= 16; + c |= (uint16_t)(g * 65535); + c <<= 16; + c |= (uint16_t)(b * 65535); + c <<= 16; + c |= (uint16_t)(a * 65535); + + return c; +} + +float Color::gray() const { + return (r + g + b) / 3.0; +} + +uint8_t Color::get_r8() const { + return (uint8_t)(r * 255.0); +} + +uint8_t Color::get_g8() const { + return (uint8_t)(g * 255.0); +} + +uint8_t Color::get_b8() const { + return (uint8_t)(b * 255.0); +} + +uint8_t Color::get_a8() const { + return (uint8_t)(a * 255.0); +} + +float Color::get_h() const { + float min = MIN(r, g); + min = MIN(min, b); + float max = MAX(r, g); + max = MAX(max, b); + + float delta = max - min; + + if (delta == 0) + return 0; + + float h; + if (r == max) + h = (g - b) / delta; // between yellow & magenta + else if (g == max) + h = 2 + (b - r) / delta; // between cyan & yellow + else + h = 4 + (r - g) / delta; // between magenta & cyan + + h /= 6.0; + if (h < 0) + h += 1.0; + + return h; +} + +float Color::get_s() const { + float min = MIN(r, g); + min = MIN(min, b); + float max = MAX(r, g); + max = MAX(max, b); + float delta = max - min; + return (max != 0) ? (delta / max) : 0; +} + +float Color::get_v() const { + float max = MAX(r, g); + max = MAX(max, b); + return max; +} + +void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) { + int i; + float f, p, q, t; + a = p_alpha; + + if (p_s == 0) { + // acp_hromatic (grey) + r = g = b = p_v; + return; + } + + p_h *= 6.0; + p_h = ::fmod(p_h, 6); + i = ::floor(p_h); + + f = p_h - i; + p = p_v * (1 - p_s); + q = p_v * (1 - p_s * f); + t = p_v * (1 - p_s * (1 - f)); + + switch (i) { + case 0: // Red is the dominant color + r = p_v; + g = t; + b = p; + break; + case 1: // Green is the dominant color + r = q; + g = p_v; + b = p; + break; + case 2: + r = p; + g = p_v; + b = t; + break; + case 3: // Blue is the dominant color + r = p; + g = q; + b = p_v; + break; + case 4: + r = t; + g = p; + b = p_v; + break; + default: // (5) Red is the dominant color + r = p_v; + g = p; + b = q; + break; + } +} + +Color Color::darkened(const float p_amount) const { + Color res = *this; + res.r = res.r * (1.0f - p_amount); + res.g = res.g * (1.0f - p_amount); + res.b = res.b * (1.0f - p_amount); + return res; +} + +Color Color::lightened(const float p_amount) const { + Color res = *this; + res.r = res.r + (1.0f - res.r) * p_amount; + res.g = res.g + (1.0f - res.g) * p_amount; + res.b = res.b + (1.0f - res.b) * p_amount; + return res; +} + +Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) const { + p_h = ::fmod(p_h * 360.0f, 360.0f); + if (p_h < 0.0) + p_h += 360.0f; + + const float h_ = p_h / 60.0f; + const float c = p_v * p_s; + const float x = c * (1.0f - ::fabs(::fmod(h_, 2.0f) - 1.0f)); + float r, g, b; + + switch ((int)h_) { + case 0: { + r = c; + g = x; + b = 0; + } break; + case 1: { + r = x; + g = c; + b = 0; + } break; + case 2: { + r = 0; + g = c; + b = x; + } break; + case 3: { + r = 0; + g = x; + b = c; + } break; + case 4: { + r = x; + g = 0; + b = c; + } break; + case 5: { + r = c; + g = 0; + b = x; + } break; + default: { + r = 0; + g = 0; + b = 0; + } break; + } + + const float m = p_v - c; + return Color(m + r, m + g, m + b, p_a); +} + +void Color::invert() { + r = 1.0 - r; + g = 1.0 - g; + b = 1.0 - b; +} + +void Color::contrast() { + r = ::fmod(r + 0.5, 1.0); + g = ::fmod(g + 0.5, 1.0); + b = ::fmod(b + 0.5, 1.0); +} +Color Color::inverted() const { + Color c = *this; + c.invert(); + return c; +} +Color Color::contrasted() const { + Color c = *this; + c.contrast(); + return c; +} + +Color Color::linear_interpolate(const Color &p_b, float p_t) const { + Color res = *this; + + res.r += (p_t * (p_b.r - r)); + res.g += (p_t * (p_b.g - g)); + res.b += (p_t * (p_b.b - b)); + res.a += (p_t * (p_b.a - a)); + + return res; +} + +Color Color::blend(const Color &p_over) const { + Color res; + float sa = 1.0 - p_over.a; + res.a = a * sa + p_over.a; + if (res.a == 0) { + return Color(0, 0, 0, 0); + } else { + res.r = (r * a * sa + p_over.r * p_over.a) / res.a; + res.g = (g * a * sa + p_over.g * p_over.a) / res.a; + res.b = (b * a * sa + p_over.b * p_over.a) / res.a; + } + return res; +} + +Color Color::to_linear() const { + return Color( + r < 0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4), + g < 0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4), + b < 0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4), + a); +} + +Color Color::hex(uint32_t p_hex) { + float a = (p_hex & 0xFF) / 255.0; + p_hex >>= 8; + float b = (p_hex & 0xFF) / 255.0; + p_hex >>= 8; + float g = (p_hex & 0xFF) / 255.0; + p_hex >>= 8; + float r = (p_hex & 0xFF) / 255.0; + + return Color(r, g, b, a); +} + +Color Color::html(const String &p_color) { + String color = p_color; + if (color.length() == 0) + return Color(); + if (color[0] == '#') + color = color.substr(1, color.length() - 1); + + bool alpha = false; + + if (color.length() == 8) { + alpha = true; + } else if (color.length() == 6) { + alpha = false; + } else { + ERR_PRINTS(String("Invalid Color Code: ") + p_color); + ERR_FAIL_V(Color()); + } + + int a = 255; + if (alpha) { + a = _parse_col(color, 0); + if (a < 0) { + ERR_PRINTS(String("Invalid Color Code: ") + p_color); + ERR_FAIL_V(Color()); + } + } + + int from = alpha ? 2 : 0; + + int r = _parse_col(color, from + 0); + if (r < 0) { + ERR_PRINTS(String("Invalid Color Code: ") + p_color); + ERR_FAIL_V(Color()); + } + int g = _parse_col(color, from + 2); + if (g < 0) { + ERR_PRINTS(String("Invalid Color Code: ") + p_color); + ERR_FAIL_V(Color()); + } + int b = _parse_col(color, from + 4); + if (b < 0) { + ERR_PRINTS(String("Invalid Color Code: ") + p_color); + ERR_FAIL_V(Color()); + } + + return Color(r / 255.0, g / 255.0, b / 255.0, a / 255.0); +} + +bool Color::html_is_valid(const String &p_color) { + String color = p_color; + + if (color.length() == 0) + return false; + if (color[0] == '#') + color = color.substr(1, color.length() - 1); + + bool alpha = false; + + if (color.length() == 8) { + alpha = true; + } else if (color.length() == 6) { + alpha = false; + } else { + return false; + } + + int a = 255; + if (alpha) { + a = _parse_col(color, 0); + if (a < 0) { + return false; + } + } + + int from = alpha ? 2 : 0; + + int r = _parse_col(color, from + 0); + if (r < 0) { + return false; + } + int g = _parse_col(color, from + 2); + if (g < 0) { + return false; + } + int b = _parse_col(color, from + 4); + if (b < 0) { + return false; + } + + return true; +} + +#ifndef CLAMP +#define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a)) +#endif +static String _to_hex(float p_val) { + int v = p_val * 255; + v = CLAMP(v, 0, 255); + String ret; + + for (int i = 0; i < 2; i++) { + wchar_t c[2] = { 0, 0 }; + int lv = v & 0xF; + if (lv < 10) + c[0] = '0' + lv; + else + c[0] = 'a' + lv - 10; + + v >>= 4; + String cs = (const wchar_t *)c; + ret = cs + ret; + } + + return ret; +} + +String Color::to_html(bool p_alpha) const { + String txt; + txt += _to_hex(r); + txt += _to_hex(g); + txt += _to_hex(b); + if (p_alpha) + txt = _to_hex(a) + txt; + return txt; +} + +Color::operator String() const { + return String::num(r) + ", " + String::num(g) + ", " + String::num(b) + ", " + String::num(a); +} + +bool Color::operator<(const Color &p_color) const { + if (r == p_color.r) { + if (g == p_color.g) { + if (b == p_color.b) { + return (a < p_color.a); + } else + return (b < p_color.b); + } else + return g < p_color.g; + } else + return r < p_color.r; +} + +Color Color::operator+(const Color &p_color) const { + return Color( + r + p_color.r, + g + p_color.g, + b + p_color.b, + a + p_color.a); +} + +void Color::operator+=(const Color &p_color) { + r = r + p_color.r; + g = g + p_color.g; + b = b + p_color.b; + a = a + p_color.a; +} + +Color Color::operator-(const Color &p_color) const { + return Color( + r - p_color.r, + g - p_color.g, + b - p_color.b, + a - p_color.a); +} + +void Color::operator-=(const Color &p_color) { + r = r - p_color.r; + g = g - p_color.g; + b = b - p_color.b; + a = a - p_color.a; +} + +Color Color::operator*(const Color &p_color) const { + return Color( + r * p_color.r, + g * p_color.g, + b * p_color.b, + a * p_color.a); +} + +Color Color::operator*(const real_t &rvalue) const { + return Color( + r * rvalue, + g * rvalue, + b * rvalue, + a * rvalue); +} + +void Color::operator*=(const Color &p_color) { + r = r * p_color.r; + g = g * p_color.g; + b = b * p_color.b; + a = a * p_color.a; +} + +void Color::operator*=(const real_t &rvalue) { + r = r * rvalue; + g = g * rvalue; + b = b * rvalue; + a = a * rvalue; +} + +Color Color::operator/(const Color &p_color) const { + return Color( + r / p_color.r, + g / p_color.g, + b / p_color.b, + a / p_color.a); +} + +Color Color::operator/(const real_t &rvalue) const { + return Color( + r / rvalue, + g / rvalue, + b / rvalue, + a / rvalue); +} + +void Color::operator/=(const Color &p_color) { + r = r / p_color.r; + g = g / p_color.g; + b = b / p_color.b; + a = a / p_color.a; +} + +void Color::operator/=(const real_t &rvalue) { + if (rvalue == 0) { + r = 1.0; + g = 1.0; + b = 1.0; + a = 1.0; + } else { + r = r / rvalue; + g = g / rvalue; + b = b / rvalue; + a = a / rvalue; + } +} + +Color Color::operator-() const { + return Color( + 1.0 - r, + 1.0 - g, + 1.0 - b, + 1.0 - a); +} + +} // namespace godot diff --git a/src/core/Dictionary.cpp b/src/core/Dictionary.cpp new file mode 100644 index 0000000..95e89fb --- /dev/null +++ b/src/core/Dictionary.cpp @@ -0,0 +1,110 @@ +/*************************************************************************/ +/* Dictionary.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Dictionary.hpp" +#include "Array.hpp" +#include "GodotGlobal.hpp" +#include "Variant.hpp" + +namespace godot { + +Dictionary::Dictionary() { + godot::api->godot_dictionary_new(&_godot_dictionary); +} + +Dictionary::Dictionary(const Dictionary &other) { + godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary); +} + +Dictionary &Dictionary::operator=(const Dictionary &other) { + godot::api->godot_dictionary_destroy(&_godot_dictionary); + godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary); + return *this; +} + +void Dictionary::clear() { + godot::api->godot_dictionary_clear(&_godot_dictionary); +} + +bool Dictionary::empty() const { + return godot::api->godot_dictionary_empty(&_godot_dictionary); +} + +void Dictionary::erase(const Variant &key) { + godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key); +} + +bool Dictionary::has(const Variant &key) const { + return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key); +} + +bool Dictionary::has_all(const Array &keys) const { + return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys); +} + +uint32_t Dictionary::hash() const { + return godot::api->godot_dictionary_hash(&_godot_dictionary); +} + +Array Dictionary::keys() const { + godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary); + return Array(a); +} + +Variant &Dictionary::operator[](const Variant &key) { + godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key); + return *reinterpret_cast(v); +} + +const Variant &Dictionary::operator[](const Variant &key) const { + // oops I did it again + godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key); + return *reinterpret_cast(v); +} + +int Dictionary::size() const { + return godot::api->godot_dictionary_size(&_godot_dictionary); +} + +String Dictionary::to_json() const { + godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary); + return String(s); +} + +Array Dictionary::values() const { + godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary); + return Array(a); +} + +Dictionary::~Dictionary() { + godot::api->godot_dictionary_destroy(&_godot_dictionary); +} + +} // namespace godot diff --git a/src/core/GodotGlobal.cpp b/src/core/GodotGlobal.cpp new file mode 100644 index 0000000..511ed75 --- /dev/null +++ b/src/core/GodotGlobal.cpp @@ -0,0 +1,208 @@ +/*************************************************************************/ +/* GodotGlobal.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "GodotGlobal.hpp" + +#include "String.hpp" + +#include "Wrapped.hpp" + +static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance) { + godot::_Wrapped *wrapper_memory = (godot::_Wrapped *)godot::api->godot_alloc(sizeof(godot::_Wrapped)); + + if (!wrapper_memory) + return NULL; + wrapper_memory->_owner = instance; + wrapper_memory->_type_tag = (size_t)type_tag; + + return (void *)wrapper_memory; +} + +static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper) { + if (wrapper) + godot::api->godot_free(wrapper); +} + +namespace godot { + +void *_RegisterState::nativescript_handle; +int _RegisterState::language_index; + +const godot_gdnative_core_api_struct *api = nullptr; +const godot_gdnative_core_1_1_api_struct *core_1_1_api = nullptr; +const godot_gdnative_core_1_2_api_struct *core_1_2_api = nullptr; + +const godot_gdnative_ext_nativescript_api_struct *nativescript_api = nullptr; +const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api = nullptr; +const godot_gdnative_ext_pluginscript_api_struct *pluginscript_api = nullptr; +const godot_gdnative_ext_android_api_struct *android_api = nullptr; +const godot_gdnative_ext_arvr_api_struct *arvr_api = nullptr; +const godot_gdnative_ext_videodecoder_api_struct *videodecoder_api = nullptr; +const godot_gdnative_ext_net_api_struct *net_api = nullptr; +const godot_gdnative_ext_net_3_2_api_struct *net_3_2_api = nullptr; + +const void *gdnlib = NULL; + +void Godot::print(const String &message) { + godot::api->godot_print((godot_string *)&message); +} + +void Godot::print_warning(const String &description, const String &function, const String &file, int line) { + int len; + + char *c_desc = description.alloc_c_string(); + char *c_func = function.alloc_c_string(); + char *c_file = file.alloc_c_string(); + + if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) { + godot::api->godot_print_warning(c_desc, c_func, c_file, line); + }; + + if (c_desc != nullptr) + godot::api->godot_free(c_desc); + if (c_func != nullptr) + godot::api->godot_free(c_func); + if (c_file != nullptr) + godot::api->godot_free(c_file); +} + +void Godot::print_error(const String &description, const String &function, const String &file, int line) { + int len; + + char *c_desc = description.alloc_c_string(); + char *c_func = function.alloc_c_string(); + char *c_file = file.alloc_c_string(); + + if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) { + godot::api->godot_print_error(c_desc, c_func, c_file, line); + }; + + if (c_desc != nullptr) + godot::api->godot_free(c_desc); + if (c_func != nullptr) + godot::api->godot_free(c_func); + if (c_file != nullptr) + godot::api->godot_free(c_file); +} + +void ___register_types(); +void ___init_method_bindings(); + +void Godot::gdnative_init(godot_gdnative_init_options *options) { + godot::api = options->api_struct; + godot::gdnlib = options->gd_native_library; + + const godot_gdnative_api_struct *core_extension = godot::api->next; + + while (core_extension) { + if (core_extension->version.major == 1 && core_extension->version.minor == 1) { + godot::core_1_1_api = (const godot_gdnative_core_1_1_api_struct *)core_extension; + } else if (core_extension->version.major == 1 && core_extension->version.minor == 2) { + godot::core_1_2_api = (const godot_gdnative_core_1_2_api_struct *)core_extension; + } + core_extension = core_extension->next; + } + + // now find our extensions + for (int i = 0; i < godot::api->num_extensions; i++) { + switch (godot::api->extensions[i]->type) { + case GDNATIVE_EXT_NATIVESCRIPT: { + godot::nativescript_api = (const godot_gdnative_ext_nativescript_api_struct *)godot::api->extensions[i]; + + const godot_gdnative_api_struct *extension = godot::nativescript_api->next; + + while (extension) { + if (extension->version.major == 1 && extension->version.minor == 1) { + godot::nativescript_1_1_api = (const godot_gdnative_ext_nativescript_1_1_api_struct *)extension; + } + + extension = extension->next; + } + } break; + case GDNATIVE_EXT_PLUGINSCRIPT: { + godot::pluginscript_api = (const godot_gdnative_ext_pluginscript_api_struct *)godot::api->extensions[i]; + } break; + case GDNATIVE_EXT_ANDROID: { + godot::android_api = (const godot_gdnative_ext_android_api_struct *)godot::api->extensions[i]; + } break; + case GDNATIVE_EXT_ARVR: { + godot::arvr_api = (const godot_gdnative_ext_arvr_api_struct *)godot::api->extensions[i]; + } break; + case GDNATIVE_EXT_VIDEODECODER: { + godot::videodecoder_api = (const godot_gdnative_ext_videodecoder_api_struct *)godot::api->extensions[i]; + } break; + case GDNATIVE_EXT_NET: { + godot::net_api = (const godot_gdnative_ext_net_api_struct *)godot::api->extensions[i]; + + const godot_gdnative_api_struct *extension = godot::net_api->next; + + while (extension) { + if (extension->version.major == 3 && extension->version.minor == 2) { + godot::net_3_2_api = (const godot_gdnative_ext_net_3_2_api_struct *)extension; + } + + extension = extension->next; + } + } break; + + default: + break; + } + } + + // Initialize the `language_index` here since `__register_types()` makes use of it. + godot_instance_binding_functions binding_funcs = {}; + binding_funcs.alloc_instance_binding_data = wrapper_create; + binding_funcs.free_instance_binding_data = wrapper_destroy; + + godot::_RegisterState::language_index = godot::nativescript_1_1_api->godot_nativescript_register_instance_binding_data_functions(binding_funcs); + + // register these now + ___register_types(); + ___init_method_bindings(); +} + +void Godot::gdnative_terminate(godot_gdnative_terminate_options *options) { + // reserved for future use. +} + +void Godot::gdnative_profiling_add_data(const char *p_signature, uint64_t p_time) { + godot::nativescript_1_1_api->godot_nativescript_profiling_add_data(p_signature, p_time); +} + +void Godot::nativescript_init(void *handle) { + godot::_RegisterState::nativescript_handle = handle; +} + +void Godot::nativescript_terminate(void *handle) { + godot::nativescript_1_1_api->godot_nativescript_unregister_instance_binding_data_functions(godot::_RegisterState::language_index); +} + +} // namespace godot diff --git a/src/core/NodePath.cpp b/src/core/NodePath.cpp new file mode 100644 index 0000000..3d291e3 --- /dev/null +++ b/src/core/NodePath.cpp @@ -0,0 +1,114 @@ +/*************************************************************************/ +/* NodePath.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "NodePath.hpp" +#include "GodotGlobal.hpp" +#include "String.hpp" + +#include + +namespace godot { + +NodePath::NodePath() { + String from = ""; + godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); +} + +NodePath::NodePath(const NodePath &other) { + String from = other; + godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); +} + +NodePath::NodePath(const String &from) { + godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); +} + +NodePath::NodePath(const char *contents) { + String from = contents; + godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); +} + +String NodePath::get_name(const int idx) const { + godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx); + return String(str); +} + +int NodePath::get_name_count() const { + return godot::api->godot_node_path_get_name_count(&_node_path); +} + +String NodePath::get_subname(const int idx) const { + godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx); + return String(str); +} + +int NodePath::get_subname_count() const { + return godot::api->godot_node_path_get_subname_count(&_node_path); +} + +bool NodePath::is_absolute() const { + return godot::api->godot_node_path_is_absolute(&_node_path); +} + +bool NodePath::is_empty() const { + return godot::api->godot_node_path_is_empty(&_node_path); +} + +NodePath NodePath::get_as_property_path() const { + godot_node_path path = godot::core_1_1_api->godot_node_path_get_as_property_path(&_node_path); + return NodePath(path); +} +String NodePath::get_concatenated_subnames() const { + godot_string str = godot::api->godot_node_path_get_concatenated_subnames(&_node_path); + return String(str); +} + +NodePath::operator String() const { + godot_string str = godot::api->godot_node_path_as_string(&_node_path); + return String(str); +} + +bool NodePath::operator==(const NodePath &other) { + return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path); +} + +void NodePath::operator=(const NodePath &other) { + godot::api->godot_node_path_destroy(&_node_path); + + String other_string = (String)other; + + godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string); +} + +NodePath::~NodePath() { + godot::api->godot_node_path_destroy(&_node_path); +} + +} // namespace godot diff --git a/src/core/Plane.cpp b/src/core/Plane.cpp new file mode 100644 index 0000000..8fe51a7 --- /dev/null +++ b/src/core/Plane.cpp @@ -0,0 +1,203 @@ +/*************************************************************************/ +/* Plane.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Plane.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +void Plane::set_normal(const Vector3 &p_normal) { + this->normal = p_normal; +} + +Vector3 Plane::project(const Vector3 &p_point) const { + return p_point - normal * distance_to(p_point); +} + +void Plane::normalize() { + real_t l = normal.length(); + if (l == 0) { + *this = Plane(0, 0, 0, 0); + return; + } + normal /= l; + d /= l; +} + +Plane Plane::normalized() const { + Plane p = *this; + p.normalize(); + return p; +} + +Vector3 Plane::get_any_point() const { + return get_normal() * d; +} + +Vector3 Plane::get_any_perpendicular_normal() const { + static const Vector3 p1 = Vector3(1, 0, 0); + static const Vector3 p2 = Vector3(0, 1, 0); + Vector3 p; + + if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1 + p = p2; // use p2 + else + p = p1; // use p1 + + p -= normal * normal.dot(p); + p.normalize(); + + return p; +} + +/* intersections */ + +bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const { + const Plane &p_plane0 = *this; + Vector3 normal0 = p_plane0.normal; + Vector3 normal1 = p_plane1.normal; + Vector3 normal2 = p_plane2.normal; + + real_t denom = vec3_cross(normal0, normal1).dot(normal2); + + if (::fabs(denom) <= CMP_EPSILON) + return false; + + if (r_result) { + *r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) + + (vec3_cross(normal2, normal0) * p_plane1.d) + + (vec3_cross(normal0, normal1) * p_plane2.d)) / + denom; + } + + return true; +} + +bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const { + Vector3 segment = p_dir; + real_t den = normal.dot(segment); + + //printf("den is %i\n",den); + if (::fabs(den) <= CMP_EPSILON) { + return false; + } + + real_t dist = (normal.dot(p_from) - d) / den; + //printf("dist is %i\n",dist); + + if (dist > CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist + + return false; + } + + dist = -dist; + *p_intersection = p_from + segment * dist; + + return true; +} + +bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const { + Vector3 segment = p_begin - p_end; + real_t den = normal.dot(segment); + + //printf("den is %i\n",den); + if (::fabs(den) <= CMP_EPSILON) { + return false; + } + + real_t dist = (normal.dot(p_begin) - d) / den; + //printf("dist is %i\n",dist); + + if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) { + return false; + } + + dist = -dist; + *p_intersection = p_begin + segment * dist; + + return true; +} + +/* misc */ + +bool Plane::is_almost_like(const Plane &p_plane) const { + return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && ::fabs(d - p_plane.d) < _PLANE_EQ_D_EPSILON); +} + +Plane::operator String() const { + // return normal.operator String() + ", " + rtos(d); + return String(); // @Todo +} + +bool Plane::is_point_over(const Vector3 &p_point) const { + return (normal.dot(p_point) > d); +} + +real_t Plane::distance_to(const Vector3 &p_point) const { + return (normal.dot(p_point) - d); +} + +bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const { + real_t dist = normal.dot(p_point) - d; + dist = ::fabs(dist); + return (dist <= _epsilon); +} + +Plane::Plane(const Vector3 &p_normal, real_t p_d) { + normal = p_normal; + d = p_d; +} + +Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) { + normal = p_normal; + d = p_normal.dot(p_point); +} + +Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) { + if (p_dir == CLOCKWISE) + normal = (p_point1 - p_point3).cross(p_point1 - p_point2); + else + normal = (p_point1 - p_point2).cross(p_point1 - p_point3); + + normal.normalize(); + d = normal.dot(p_point1); +} + +bool Plane::operator==(const Plane &p_plane) const { + return normal == p_plane.normal && d == p_plane.d; +} + +bool Plane::operator!=(const Plane &p_plane) const { + return normal != p_plane.normal || d != p_plane.d; +} + +} // namespace godot diff --git a/src/core/PoolArrays.cpp b/src/core/PoolArrays.cpp new file mode 100644 index 0000000..aefacfd --- /dev/null +++ b/src/core/PoolArrays.cpp @@ -0,0 +1,571 @@ +/*************************************************************************/ +/* PoolArrays.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "PoolArrays.hpp" +#include "Color.hpp" +#include "Defs.hpp" +#include "GodotGlobal.hpp" +#include "String.hpp" +#include "Vector2.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +PoolByteArray::PoolByteArray() { + godot::api->godot_pool_byte_array_new(&_godot_array); +} + +PoolByteArray::PoolByteArray(const PoolByteArray &p_other) { + godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolByteArray &PoolByteArray::operator=(const PoolByteArray &p_other) { + godot::api->godot_pool_byte_array_destroy(&_godot_array); + godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolByteArray::PoolByteArray(const Array &array) { + godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolByteArray::Read PoolByteArray::read() const { + Read read; + read._read_access = godot::api->godot_pool_byte_array_read(&_godot_array); + return read; +} + +PoolByteArray::Write PoolByteArray::write() { + Write write; + write._write_access = godot::api->godot_pool_byte_array_write(&_godot_array); + return write; +} + +void PoolByteArray::append(const uint8_t data) { + godot::api->godot_pool_byte_array_append(&_godot_array, data); +} + +void PoolByteArray::append_array(const PoolByteArray &array) { + godot::api->godot_pool_byte_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolByteArray::insert(const int idx, const uint8_t data) { + return godot::api->godot_pool_byte_array_insert(&_godot_array, idx, data); +} + +void PoolByteArray::invert() { + godot::api->godot_pool_byte_array_invert(&_godot_array); +} + +void PoolByteArray::push_back(const uint8_t data) { + godot::api->godot_pool_byte_array_push_back(&_godot_array, data); +} + +void PoolByteArray::remove(const int idx) { + godot::api->godot_pool_byte_array_remove(&_godot_array, idx); +} + +void PoolByteArray::resize(const int size) { + godot::api->godot_pool_byte_array_resize(&_godot_array, size); +} + +void PoolByteArray::set(const int idx, const uint8_t data) { + godot::api->godot_pool_byte_array_set(&_godot_array, idx, data); +} + +uint8_t PoolByteArray::operator[](const int idx) { + return godot::api->godot_pool_byte_array_get(&_godot_array, idx); +} + +int PoolByteArray::size() const { + return godot::api->godot_pool_byte_array_size(&_godot_array); +} + +PoolByteArray::~PoolByteArray() { + godot::api->godot_pool_byte_array_destroy(&_godot_array); +} + +PoolIntArray::PoolIntArray() { + godot::api->godot_pool_int_array_new(&_godot_array); +} + +PoolIntArray::PoolIntArray(const PoolIntArray &p_other) { + godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other) { + godot::api->godot_pool_int_array_destroy(&_godot_array); + godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolIntArray::PoolIntArray(const Array &array) { + godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolIntArray::Read PoolIntArray::read() const { + Read read; + read._read_access = godot::api->godot_pool_int_array_read(&_godot_array); + return read; +} + +PoolIntArray::Write PoolIntArray::write() { + Write write; + write._write_access = godot::api->godot_pool_int_array_write(&_godot_array); + return write; +} + +void PoolIntArray::append(const int data) { + godot::api->godot_pool_int_array_append(&_godot_array, data); +} + +void PoolIntArray::append_array(const PoolIntArray &array) { + godot::api->godot_pool_int_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolIntArray::insert(const int idx, const int data) { + return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data); +} + +void PoolIntArray::invert() { + godot::api->godot_pool_int_array_invert(&_godot_array); +} + +void PoolIntArray::push_back(const int data) { + godot::api->godot_pool_int_array_push_back(&_godot_array, data); +} + +void PoolIntArray::remove(const int idx) { + godot::api->godot_pool_int_array_remove(&_godot_array, idx); +} + +void PoolIntArray::resize(const int size) { + godot::api->godot_pool_int_array_resize(&_godot_array, size); +} + +void PoolIntArray::set(const int idx, const int data) { + godot::api->godot_pool_int_array_set(&_godot_array, idx, data); +} + +int PoolIntArray::operator[](const int idx) { + return godot::api->godot_pool_int_array_get(&_godot_array, idx); +} + +int PoolIntArray::size() const { + return godot::api->godot_pool_int_array_size(&_godot_array); +} + +PoolIntArray::~PoolIntArray() { + godot::api->godot_pool_int_array_destroy(&_godot_array); +} + +PoolRealArray::PoolRealArray() { + godot::api->godot_pool_real_array_new(&_godot_array); +} + +PoolRealArray::PoolRealArray(const PoolRealArray &p_other) { + godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other) { + godot::api->godot_pool_real_array_destroy(&_godot_array); + godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolRealArray::Read PoolRealArray::read() const { + Read read; + read._read_access = godot::api->godot_pool_real_array_read(&_godot_array); + return read; +} + +PoolRealArray::Write PoolRealArray::write() { + Write write; + write._write_access = godot::api->godot_pool_real_array_write(&_godot_array); + return write; +} + +PoolRealArray::PoolRealArray(const Array &array) { + godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +void PoolRealArray::append(const real_t data) { + godot::api->godot_pool_real_array_append(&_godot_array, data); +} + +void PoolRealArray::append_array(const PoolRealArray &array) { + godot::api->godot_pool_real_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolRealArray::insert(const int idx, const real_t data) { + return godot::api->godot_pool_real_array_insert(&_godot_array, idx, data); +} + +void PoolRealArray::invert() { + godot::api->godot_pool_real_array_invert(&_godot_array); +} + +void PoolRealArray::push_back(const real_t data) { + godot::api->godot_pool_real_array_push_back(&_godot_array, data); +} + +void PoolRealArray::remove(const int idx) { + godot::api->godot_pool_real_array_remove(&_godot_array, idx); +} + +void PoolRealArray::resize(const int size) { + godot::api->godot_pool_real_array_resize(&_godot_array, size); +} + +void PoolRealArray::set(const int idx, const real_t data) { + godot::api->godot_pool_real_array_set(&_godot_array, idx, data); +} + +real_t PoolRealArray::operator[](const int idx) { + return godot::api->godot_pool_real_array_get(&_godot_array, idx); +} + +int PoolRealArray::size() const { + return godot::api->godot_pool_real_array_size(&_godot_array); +} + +PoolRealArray::~PoolRealArray() { + godot::api->godot_pool_real_array_destroy(&_godot_array); +} + +PoolStringArray::PoolStringArray() { + godot::api->godot_pool_string_array_new(&_godot_array); +} + +PoolStringArray::PoolStringArray(const PoolStringArray &p_other) { + godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other) { + godot::api->godot_pool_string_array_destroy(&_godot_array); + godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolStringArray::PoolStringArray(const Array &array) { + godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolStringArray::Read PoolStringArray::read() const { + Read read; + read._read_access = godot::api->godot_pool_string_array_read(&_godot_array); + return read; +} + +PoolStringArray::Write PoolStringArray::write() { + Write write; + write._write_access = godot::api->godot_pool_string_array_write(&_godot_array); + return write; +} + +void PoolStringArray::append(const String &data) { + godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *)&data); +} + +void PoolStringArray::append_array(const PoolStringArray &array) { + godot::api->godot_pool_string_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolStringArray::insert(const int idx, const String &data) { + return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *)&data); +} + +void PoolStringArray::invert() { + godot::api->godot_pool_string_array_invert(&_godot_array); +} + +void PoolStringArray::push_back(const String &data) { + godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *)&data); +} + +void PoolStringArray::remove(const int idx) { + godot::api->godot_pool_string_array_remove(&_godot_array, idx); +} + +void PoolStringArray::resize(const int size) { + godot::api->godot_pool_string_array_resize(&_godot_array, size); +} + +void PoolStringArray::set(const int idx, const String &data) { + godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *)&data); +} + +const String PoolStringArray::operator[](const int idx) { + String s; + godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx); + godot::api->godot_string_new_copy((godot_string *)&s, &str); + godot::api->godot_string_destroy(&str); + return s; +} + +int PoolStringArray::size() const { + return godot::api->godot_pool_string_array_size(&_godot_array); +} + +PoolStringArray::~PoolStringArray() { + godot::api->godot_pool_string_array_destroy(&_godot_array); +} + +PoolVector2Array::PoolVector2Array() { + godot::api->godot_pool_vector2_array_new(&_godot_array); +} + +PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other) { + godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other) { + godot::api->godot_pool_vector2_array_destroy(&_godot_array); + godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolVector2Array::PoolVector2Array(const Array &array) { + godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolVector2Array::Read PoolVector2Array::read() const { + Read read; + read._read_access = godot::api->godot_pool_vector2_array_read(&_godot_array); + return read; +} + +PoolVector2Array::Write PoolVector2Array::write() { + Write write; + write._write_access = godot::api->godot_pool_vector2_array_write(&_godot_array); + return write; +} + +void PoolVector2Array::append(const Vector2 &data) { + godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *)&data); +} + +void PoolVector2Array::append_array(const PoolVector2Array &array) { + godot::api->godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolVector2Array::insert(const int idx, const Vector2 &data) { + return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *)&data); +} + +void PoolVector2Array::invert() { + godot::api->godot_pool_vector2_array_invert(&_godot_array); +} + +void PoolVector2Array::push_back(const Vector2 &data) { + godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *)&data); +} + +void PoolVector2Array::remove(const int idx) { + godot::api->godot_pool_vector2_array_remove(&_godot_array, idx); +} + +void PoolVector2Array::resize(const int size) { + godot::api->godot_pool_vector2_array_resize(&_godot_array, size); +} + +void PoolVector2Array::set(const int idx, const Vector2 &data) { + godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *)&data); +} + +const Vector2 PoolVector2Array::operator[](const int idx) { + Vector2 v; + *(godot_vector2 *)&v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx); + return v; +} + +int PoolVector2Array::size() const { + return godot::api->godot_pool_vector2_array_size(&_godot_array); +} + +PoolVector2Array::~PoolVector2Array() { + godot::api->godot_pool_vector2_array_destroy(&_godot_array); +} + +PoolVector3Array::PoolVector3Array() { + godot::api->godot_pool_vector3_array_new(&_godot_array); +} + +PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other) { + godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other) { + godot::api->godot_pool_vector3_array_destroy(&_godot_array); + godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolVector3Array::PoolVector3Array(const Array &array) { + godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolVector3Array::Read PoolVector3Array::read() const { + Read read; + read._read_access = godot::api->godot_pool_vector3_array_read(&_godot_array); + return read; +} + +PoolVector3Array::Write PoolVector3Array::write() { + Write write; + write._write_access = godot::api->godot_pool_vector3_array_write(&_godot_array); + return write; +} + +void PoolVector3Array::append(const Vector3 &data) { + godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *)&data); +} + +void PoolVector3Array::append_array(const PoolVector3Array &array) { + godot::api->godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolVector3Array::insert(const int idx, const Vector3 &data) { + return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *)&data); +} + +void PoolVector3Array::invert() { + godot::api->godot_pool_vector3_array_invert(&_godot_array); +} + +void PoolVector3Array::push_back(const Vector3 &data) { + godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *)&data); +} + +void PoolVector3Array::remove(const int idx) { + godot::api->godot_pool_vector3_array_remove(&_godot_array, idx); +} + +void PoolVector3Array::resize(const int size) { + godot::api->godot_pool_vector3_array_resize(&_godot_array, size); +} + +void PoolVector3Array::set(const int idx, const Vector3 &data) { + godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *)&data); +} + +const Vector3 PoolVector3Array::operator[](const int idx) { + Vector3 v; + *(godot_vector3 *)&v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx); + return v; +} + +int PoolVector3Array::size() const { + return godot::api->godot_pool_vector3_array_size(&_godot_array); +} + +PoolVector3Array::~PoolVector3Array() { + godot::api->godot_pool_vector3_array_destroy(&_godot_array); +} + +PoolColorArray::PoolColorArray() { + godot::api->godot_pool_color_array_new(&_godot_array); +} + +PoolColorArray::PoolColorArray(const PoolColorArray &p_other) { + godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array); +} + +PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other) { + godot::api->godot_pool_color_array_destroy(&_godot_array); + godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array); + return *this; +} + +PoolColorArray::PoolColorArray(const Array &array) { + godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *)&array); +} + +PoolColorArray::Read PoolColorArray::read() const { + Read read; + read._read_access = godot::api->godot_pool_color_array_read(&_godot_array); + return read; +} + +PoolColorArray::Write PoolColorArray::write() { + Write write; + write._write_access = godot::api->godot_pool_color_array_write(&_godot_array); + return write; +} + +void PoolColorArray::append(const Color &data) { + godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *)&data); +} + +void PoolColorArray::append_array(const PoolColorArray &array) { + godot::api->godot_pool_color_array_append_array(&_godot_array, &array._godot_array); +} + +int PoolColorArray::insert(const int idx, const Color &data) { + return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *)&data); +} + +void PoolColorArray::invert() { + godot::api->godot_pool_color_array_invert(&_godot_array); +} + +void PoolColorArray::push_back(const Color &data) { + godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *)&data); +} + +void PoolColorArray::remove(const int idx) { + godot::api->godot_pool_color_array_remove(&_godot_array, idx); +} + +void PoolColorArray::resize(const int size) { + godot::api->godot_pool_color_array_resize(&_godot_array, size); +} + +void PoolColorArray::set(const int idx, const Color &data) { + godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *)&data); +} + +const Color PoolColorArray::operator[](const int idx) { + Color v; + *(godot_color *)&v = godot::api->godot_pool_color_array_get(&_godot_array, idx); + return v; +} + +int PoolColorArray::size() const { + return godot::api->godot_pool_color_array_size(&_godot_array); +} + +PoolColorArray::~PoolColorArray() { + godot::api->godot_pool_color_array_destroy(&_godot_array); +} + +} // namespace godot diff --git a/src/core/Quat.cpp b/src/core/Quat.cpp new file mode 100644 index 0000000..a8bb3e1 --- /dev/null +++ b/src/core/Quat.cpp @@ -0,0 +1,352 @@ +/*************************************************************************/ +/* Quat.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Quat.hpp" +#include "Basis.hpp" +#include "Defs.hpp" +#include "Vector3.hpp" + +#include + +namespace godot { + +const Quat Quat::IDENTITY = Quat(); + +// set_euler_xyz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// This implementation uses XYZ convention (Z is the first rotation). +void Quat::set_euler_xyz(const Vector3 &p_euler) { + real_t half_a1 = p_euler.x * 0.5; + real_t half_a2 = p_euler.y * 0.5; + real_t half_a3 = p_euler.z * 0.5; + + // R = X(a1).Y(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-2) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cos_a1 = ::cos(half_a1); + real_t sin_a1 = ::sin(half_a1); + real_t cos_a2 = ::cos(half_a2); + real_t sin_a2 = ::sin(half_a2); + real_t cos_a3 = ::cos(half_a3); + real_t sin_a3 = ::sin(half_a3); + + set(sin_a1 * cos_a2 * cos_a3 + sin_a2 * sin_a3 * cos_a1, + -sin_a1 * sin_a3 * cos_a2 + sin_a2 * cos_a1 * cos_a3, + sin_a1 * sin_a2 * cos_a3 + sin_a3 * cos_a1 * cos_a2, + -sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); +} + +// get_euler_xyz returns a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// This implementation uses XYZ convention (Z is the first rotation). +Vector3 Quat::get_euler_xyz() const { + Basis m(*this); + return m.get_euler_xyz(); +} + +// set_euler_yxz expects a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// This implementation uses YXZ convention (Z is the first rotation). +void Quat::set_euler_yxz(const Vector3 &p_euler) { + real_t half_a1 = p_euler.y * 0.5; + real_t half_a2 = p_euler.x * 0.5; + real_t half_a3 = p_euler.z * 0.5; + + // R = Y(a1).X(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cos_a1 = ::cos(half_a1); + real_t sin_a1 = ::sin(half_a1); + real_t cos_a2 = ::cos(half_a2); + real_t sin_a2 = ::sin(half_a2); + real_t cos_a3 = ::cos(half_a3); + real_t sin_a3 = ::sin(half_a3); + + set(sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3, + sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3, + -sin_a1 * sin_a2 * cos_a3 + cos_a1 * sin_a2 * sin_a3, + sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); +} + +// get_euler_yxz returns a vector containing the Euler angles in the format +// (ax,ay,az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// This implementation uses YXZ convention (Z is the first rotation). +Vector3 Quat::get_euler_yxz() const { + Basis m(*this); + return m.get_euler_yxz(); +} + +real_t Quat::length() const { + return ::sqrt(length_squared()); +} + +void Quat::normalize() { + *this /= length(); +} + +Quat Quat::normalized() const { + return *this / length(); +} + +bool Quat::is_normalized() const { + return std::abs(length_squared() - 1.0) < 0.00001; +} + +Quat Quat::inverse() const { + return Quat(-x, -y, -z, w); +} + +Quat Quat::slerp(const Quat &q, const real_t &t) const { + Quat to1; + real_t omega, cosom, sinom, scale0, scale1; + + // calc cosine + cosom = dot(q); + + // adjust signs (if necessary) + if (cosom < 0.0) { + cosom = -cosom; + to1.x = -q.x; + to1.y = -q.y; + to1.z = -q.z; + to1.w = -q.w; + } else { + to1.x = q.x; + to1.y = q.y; + to1.z = q.z; + to1.w = q.w; + } + + // calculate coefficients + + if ((1.0 - cosom) > CMP_EPSILON) { + // standard case (slerp) + omega = ::acos(cosom); + sinom = ::sin(omega); + scale0 = ::sin((1.0 - t) * omega) / sinom; + scale1 = ::sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + return Quat( + scale0 * x + scale1 * to1.x, + scale0 * y + scale1 * to1.y, + scale0 * z + scale1 * to1.z, + scale0 * w + scale1 * to1.w); +} + +Quat Quat::slerpni(const Quat &q, const real_t &t) const { + const Quat &from = *this; + + real_t dot = from.dot(q); + + if (::fabs(dot) > 0.9999) + return from; + + real_t theta = ::acos(dot), + sinT = 1.0 / ::sin(theta), + newFactor = ::sin(t * theta) * sinT, + invFactor = ::sin((1.0 - t) * theta) * sinT; + + return Quat(invFactor * from.x + newFactor * q.x, + invFactor * from.y + newFactor * q.y, + invFactor * from.z + newFactor * q.z, + invFactor * from.w + newFactor * q.w); +} + +Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const { + //the only way to do slerp :| + real_t t2 = (1.0 - t) * t * 2; + Quat sp = this->slerp(q, t); + Quat sq = prep.slerpni(postq, t); + return sp.slerpni(sq, t2); +} + +void Quat::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const { + r_angle = 2 * ::acos(w); + r_axis.x = x / ::sqrt(1 - w * w); + r_axis.y = y / ::sqrt(1 - w * w); + r_axis.z = z / ::sqrt(1 - w * w); +} + +void Quat::set_axis_angle(const Vector3 &axis, const float angle) { + ERR_FAIL_COND(!axis.is_normalized()); + + real_t d = axis.length(); + if (d == 0) + set(0, 0, 0, 0); + else { + real_t sin_angle = ::sin(angle * 0.5); + real_t cos_angle = ::cos(angle * 0.5); + real_t s = sin_angle / d; + set(axis.x * s, axis.y * s, axis.z * s, + cos_angle); + } +} + +Quat Quat::operator*(const Vector3 &v) const { + return Quat(w * v.x + y * v.z - z * v.y, + w * v.y + z * v.x - x * v.z, + w * v.z + x * v.y - y * v.x, + -x * v.x - y * v.y - z * v.z); +} + +Vector3 Quat::xform(const Vector3 &v) const { + Quat q = *this * v; + q *= this->inverse(); + return Vector3(q.x, q.y, q.z); +} + +Quat::operator String() const { + return String(); // @Todo +} + +Quat::Quat(const Vector3 &axis, const real_t &angle) { + real_t d = axis.length(); + if (d == 0) + set(0, 0, 0, 0); + else { + real_t sin_angle = ::sin(angle * 0.5); + real_t cos_angle = ::cos(angle * 0.5); + real_t s = sin_angle / d; + set(axis.x * s, axis.y * s, axis.z * s, + cos_angle); + } +} + +Quat::Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc +{ + Vector3 c = v0.cross(v1); + real_t d = v0.dot(v1); + + if (d < -1.0 + CMP_EPSILON) { + x = 0; + y = 1; + z = 0; + w = 0; + } else { + real_t s = ::sqrt((1.0 + d) * 2.0); + real_t rs = 1.0 / s; + + x = c.x * rs; + y = c.y * rs; + z = c.z * rs; + w = s * 0.5; + } +} + +real_t Quat::dot(const Quat &q) const { + return x * q.x + y * q.y + z * q.z + w * q.w; +} + +real_t Quat::length_squared() const { + return dot(*this); +} + +void Quat::operator+=(const Quat &q) { + x += q.x; + y += q.y; + z += q.z; + w += q.w; +} + +void Quat::operator-=(const Quat &q) { + x -= q.x; + y -= q.y; + z -= q.z; + w -= q.w; +} + +void Quat::operator*=(const Quat &q) { + set(w * q.x + x * q.w + y * q.z - z * q.y, + w * q.y + y * q.w + z * q.x - x * q.z, + w * q.z + z * q.w + x * q.y - y * q.x, + w * q.w - x * q.x - y * q.y - z * q.z); +} + +void Quat::operator*=(const real_t &s) { + x *= s; + y *= s; + z *= s; + w *= s; +} + +void Quat::operator/=(const real_t &s) { + *this *= 1.0 / s; +} + +Quat Quat::operator+(const Quat &q2) const { + const Quat &q1 = *this; + return Quat(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w); +} + +Quat Quat::operator-(const Quat &q2) const { + const Quat &q1 = *this; + return Quat(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w); +} + +Quat Quat::operator*(const Quat &q2) const { + Quat q1 = *this; + q1 *= q2; + return q1; +} + +Quat Quat::operator-() const { + const Quat &q2 = *this; + return Quat(-q2.x, -q2.y, -q2.z, -q2.w); +} + +Quat Quat::operator*(const real_t &s) const { + return Quat(x * s, y * s, z * s, w * s); +} + +Quat Quat::operator/(const real_t &s) const { + return *this * (1.0 / s); +} + +bool Quat::operator==(const Quat &p_quat) const { + return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w; +} + +bool Quat::operator!=(const Quat &p_quat) const { + return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w; +} + +} // namespace godot diff --git a/src/core/RID.cpp b/src/core/RID.cpp new file mode 100644 index 0000000..88bc071 --- /dev/null +++ b/src/core/RID.cpp @@ -0,0 +1,79 @@ +/*************************************************************************/ +/* RID.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "RID.hpp" + +#include + +#include "GodotGlobal.hpp" + +namespace godot { + +RID::RID() { + godot::api->godot_rid_new(&_godot_rid); +} + +RID::RID(Object *p) { + godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *)p); +} + +godot_rid RID::_get_godot_rid() const { + return _godot_rid; +} + +int32_t RID::get_id() const { + return godot::api->godot_rid_get_id(&_godot_rid); +} + +bool RID::operator==(const RID &p_other) const { + return godot::api->godot_rid_operator_equal(&_godot_rid, &p_other._godot_rid); +} + +bool RID::operator!=(const RID &p_other) const { + return !(*this == p_other); +} + +bool RID::operator<(const RID &p_other) const { + return godot::api->godot_rid_operator_less(&_godot_rid, &p_other._godot_rid); +} + +bool RID::operator>(const RID &p_other) const { + return !(*this < p_other) && *this != p_other; +} + +bool RID::operator<=(const RID &p_other) const { + return (*this < p_other) || *this == p_other; +} + +bool RID::operator>=(const RID &p_other) const { + return !(*this < p_other); +} + +} // namespace godot diff --git a/src/core/Rect2.cpp b/src/core/Rect2.cpp new file mode 100644 index 0000000..2b4aaaf --- /dev/null +++ b/src/core/Rect2.cpp @@ -0,0 +1,323 @@ +/*************************************************************************/ +/* Rect2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Rect2.hpp" +#include "String.hpp" +#include "Transform2D.hpp" +#include "Vector2.hpp" + +#include + +namespace godot { + +#ifndef MAX +#define MAX(a, b) (a > b ? a : b) +#endif + +#ifndef MIN +#define MIN(a, b) (a < b ? a : b) +#endif + +real_t Rect2::distance_to(const Vector2 &p_point) const { + real_t dist = 0.0; + bool inside = true; + + if (p_point.x < position.x) { + real_t d = position.x - p_point.x; + dist = d; + inside = false; + } + if (p_point.y < position.y) { + real_t d = position.y - p_point.y; + dist = inside ? d : MIN(dist, d); + inside = false; + } + if (p_point.x >= (position.x + size.x)) { + real_t d = p_point.x - (position.x + size.x); + dist = inside ? d : MIN(dist, d); + inside = false; + } + if (p_point.y >= (position.y + size.y)) { + real_t d = p_point.y - (position.y + size.y); + dist = inside ? d : MIN(dist, d); + inside = false; + } + + if (inside) { + return 0; + } else { + return dist; + } +} + +Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect + + Rect2 new_rect = p_rect; + + if (!intersects(new_rect)) + return Rect2(); + + new_rect.position.x = MAX(p_rect.position.x, position.x); + new_rect.position.y = MAX(p_rect.position.y, position.y); + + Point2 p_rect_end = p_rect.position + p_rect.size; + Point2 end = position + size; + + new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x; + new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y; + + return new_rect; +} + +Rect2 Rect2::merge(const Rect2 &p_rect) const { ///< return a merged rect + + Rect2 new_rect; + + new_rect.position.x = MIN(p_rect.position.x, position.x); + new_rect.position.y = MIN(p_rect.position.y, position.y); + + new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x); + new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y); + + new_rect.size = new_rect.size - new_rect.position; //make relative again + + return new_rect; +} + +Rect2::operator String() const { + return String(position) + ", " + String(size); +} + +bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position, Point2 *r_normal) const { + real_t min = 0, max = 1; + int axis = 0; + real_t sign = 0; + + for (int i = 0; i < 2; i++) { + real_t seg_from = p_from[i]; + real_t seg_to = p_to[i]; + real_t box_begin = position[i]; + real_t box_end = box_begin + size[i]; + real_t cmin, cmax; + real_t csign; + + if (seg_from < seg_to) { + if (seg_from > box_end || seg_to < box_begin) + return false; + real_t length = seg_to - seg_from; + cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0; + cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1; + csign = -1.0; + + } else { + if (seg_to > box_end || seg_from < box_begin) + return false; + real_t length = seg_to - seg_from; + cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0; + cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1; + csign = 1.0; + } + + if (cmin > min) { + min = cmin; + axis = i; + sign = csign; + } + if (cmax < max) + max = cmax; + if (max < min) + return false; + } + + Vector2 rel = p_to - p_from; + + if (r_normal) { + Vector2 normal; + normal[axis] = sign; + *r_normal = normal; + } + + if (r_position) + *r_position = p_from + rel * min; + + return true; +} + +bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const { + //SAT intersection between local and transformed rect2 + + Vector2 xf_points[4] = { + p_xform.xform(p_rect.position), + p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)), + p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)), + p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)), + }; + + real_t low_limit; + + //base rect2 first (faster) + + if (xf_points[0].y > position.y) + goto next1; + if (xf_points[1].y > position.y) + goto next1; + if (xf_points[2].y > position.y) + goto next1; + if (xf_points[3].y > position.y) + goto next1; + + return false; + +next1: + + low_limit = position.y + size.y; + + if (xf_points[0].y < low_limit) + goto next2; + if (xf_points[1].y < low_limit) + goto next2; + if (xf_points[2].y < low_limit) + goto next2; + if (xf_points[3].y < low_limit) + goto next2; + + return false; + +next2: + + if (xf_points[0].x > position.x) + goto next3; + if (xf_points[1].x > position.x) + goto next3; + if (xf_points[2].x > position.x) + goto next3; + if (xf_points[3].x > position.x) + goto next3; + + return false; + +next3: + + low_limit = position.x + size.x; + + if (xf_points[0].x < low_limit) + goto next4; + if (xf_points[1].x < low_limit) + goto next4; + if (xf_points[2].x < low_limit) + goto next4; + if (xf_points[3].x < low_limit) + goto next4; + + return false; + +next4: + + Vector2 xf_points2[4] = { + position, + Vector2(position.x + size.x, position.y), + Vector2(position.x, position.y + size.y), + Vector2(position.x + size.x, position.y + size.y), + }; + + real_t maxa = p_xform.elements[0].dot(xf_points2[0]); + real_t mina = maxa; + + real_t dp = p_xform.elements[0].dot(xf_points2[1]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + dp = p_xform.elements[0].dot(xf_points2[2]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + dp = p_xform.elements[0].dot(xf_points2[3]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + real_t maxb = p_xform.elements[0].dot(xf_points[0]); + real_t minb = maxb; + + dp = p_xform.elements[0].dot(xf_points[1]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + dp = p_xform.elements[0].dot(xf_points[2]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + dp = p_xform.elements[0].dot(xf_points[3]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + if (mina > maxb) + return false; + if (minb > maxa) + return false; + + maxa = p_xform.elements[1].dot(xf_points2[0]); + mina = maxa; + + dp = p_xform.elements[1].dot(xf_points2[1]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + dp = p_xform.elements[1].dot(xf_points2[2]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + dp = p_xform.elements[1].dot(xf_points2[3]); + maxa = MAX(dp, maxa); + mina = MIN(dp, mina); + + maxb = p_xform.elements[1].dot(xf_points[0]); + minb = maxb; + + dp = p_xform.elements[1].dot(xf_points[1]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + dp = p_xform.elements[1].dot(xf_points[2]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + dp = p_xform.elements[1].dot(xf_points[3]); + maxb = MAX(dp, maxb); + minb = MIN(dp, minb); + + if (mina > maxb) + return false; + if (minb > maxa) + return false; + + return true; +} + +} // namespace godot diff --git a/src/core/String.cpp b/src/core/String.cpp new file mode 100644 index 0000000..a7977ab --- /dev/null +++ b/src/core/String.cpp @@ -0,0 +1,522 @@ +/*************************************************************************/ +/* String.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "String.hpp" + +#include "Array.hpp" +#include "GodotGlobal.hpp" +#include "NodePath.hpp" +#include "PoolArrays.hpp" +#include "Variant.hpp" + +#include + +#include + +namespace godot { + +godot::CharString::~CharString() { + godot::api->godot_char_string_destroy(&_char_string); +} + +int godot::CharString::length() const { + return godot::api->godot_char_string_length(&_char_string); +} + +const char *godot::CharString::get_data() const { + return godot::api->godot_char_string_get_data(&_char_string); +} + +String String::num(double p_num, int p_decimals) { + return String(godot::api->godot_string_num_with_decimals(p_num, p_decimals)); +} + +String String::num_scientific(double p_num) { + return String(godot::api->godot_string_num_scientific(p_num)); +} + +String String::num_real(double p_num) { + return String(godot::api->godot_string_num_real(p_num)); +} + +String String::num_int64(int64_t p_num, int base, bool capitalize_hex) { + return String(godot::api->godot_string_num_int64_capitalized(p_num, base, capitalize_hex)); +} + +String String::chr(godot_char_type p_char) { + return String(godot::api->godot_string_chr(p_char)); +} + +String String::md5(const uint8_t *p_md5) { + return String(godot::api->godot_string_md5(p_md5)); +} + +String String::hex_encode_buffer(const uint8_t *p_buffer, int p_len) { + return String(godot::api->godot_string_hex_encode_buffer(p_buffer, p_len)); +} + +godot::String::String() { + godot::api->godot_string_new(&_godot_string); +} + +String::String(const char *contents) { + godot::api->godot_string_new(&_godot_string); + godot::api->godot_string_parse_utf8(&_godot_string, contents); +} + +String::String(const wchar_t *contents) { + godot::api->godot_string_new_with_wide_string(&_godot_string, contents, wcslen(contents)); +} + +String::String(const wchar_t c) { + godot::api->godot_string_new_with_wide_string(&_godot_string, &c, 1); +} + +String::String(const String &other) { + godot::api->godot_string_new_copy(&_godot_string, &other._godot_string); +} + +String::String(String &&other) { + godot::api->godot_string_new_copy(&_godot_string, &other._godot_string); +} + +String::~String() { + godot::api->godot_string_destroy(&_godot_string); +} + +wchar_t &String::operator[](const int idx) { + return *const_cast(godot::api->godot_string_operator_index(&_godot_string, idx)); +} + +wchar_t String::operator[](const int idx) const { + return *godot::api->godot_string_operator_index((godot_string *)&_godot_string, idx); +} + +int String::length() const { + return godot::api->godot_string_length(&_godot_string); +} + +void String::operator=(const String &s) { + godot::api->godot_string_destroy(&_godot_string); + godot::api->godot_string_new_copy(&_godot_string, &s._godot_string); +} + +void String::operator=(String &&s) { + godot::api->godot_string_destroy(&_godot_string); + godot::api->godot_string_new_copy(&_godot_string, &s._godot_string); +} + +bool String::operator==(const String &s) const { + return godot::api->godot_string_operator_equal(&_godot_string, &s._godot_string); +} + +bool String::operator!=(const String &s) const { + return !(*this == s); +} + +String String::operator+(const String &s) const { + return String(godot::api->godot_string_operator_plus(&_godot_string, &s._godot_string)); +} + +void String::operator+=(const String &s) { + *this = String(godot::api->godot_string_operator_plus(&_godot_string, &s._godot_string)); +} + +void String::operator+=(const wchar_t c) { + String _to_be_added = String(c); + *this = String(godot::api->godot_string_operator_plus(&_godot_string, &_to_be_added._godot_string)); +} + +bool String::operator<(const String &s) const { + return godot::api->godot_string_operator_less(&_godot_string, &s._godot_string); +} + +bool String::operator<=(const String &s) const { + return godot::api->godot_string_operator_less(&_godot_string, &s._godot_string) || + (*this == s); +} + +bool String::operator>(const String &s) const { + return !(*this <= s); +} + +bool String::operator>=(const String &s) const { + return !(*this < s); +} + +String::operator NodePath() const { + return NodePath(*this); +} + +const wchar_t *String::unicode_str() const { + return godot::api->godot_string_wide_str(&_godot_string); +} + +char *String::alloc_c_string() const { + godot_char_string contents = godot::api->godot_string_utf8(&_godot_string); + + int length = godot::api->godot_char_string_length(&contents); + + char *result = (char *)godot::api->godot_alloc(length + 1); + + if (result) { + memcpy(result, godot::api->godot_char_string_get_data(&contents), length + 1); + } + + godot::api->godot_char_string_destroy(&contents); + + return result; +} + +CharString String::utf8() const { + CharString ret; + + ret._char_string = godot::api->godot_string_utf8(&_godot_string); + + return ret; +} + +CharString String::ascii(bool p_extended) const { + CharString ret; + + if (p_extended) + ret._char_string = godot::api->godot_string_ascii_extended(&_godot_string); + else + ret._char_string = godot::api->godot_string_ascii(&_godot_string); + + return ret; +} + +String operator+(const char *a, const String &b) { + return String(a) + b; +} + +String operator+(const wchar_t *a, const String &b) { + return String(a) + b; +} + +bool String::begins_with(const String &p_string) const { + return godot::api->godot_string_begins_with(&_godot_string, &p_string._godot_string); +} + +bool String::begins_with_char_array(const char *p_char_array) const { + return godot::api->godot_string_begins_with_char_array(&_godot_string, p_char_array); +} + +PoolStringArray String::bigrams() const { + godot_array arr = godot::api->godot_string_bigrams(&_godot_string); + return Array(arr); +} + +String String::c_escape() const { + return String(godot::api->godot_string_c_escape(&_godot_string)); +} + +String String::c_unescape() const { + return String(godot::api->godot_string_c_unescape(&_godot_string)); +} + +String String::capitalize() const { + return String(godot::api->godot_string_capitalize(&_godot_string)); +} + +bool String::empty() const { + return godot::api->godot_string_empty(&_godot_string); +} + +bool String::ends_with(const String &p_string) const { + return godot::api->godot_string_ends_with(&_godot_string, &p_string._godot_string); +} + +void String::erase(int position, int chars) { + godot::api->godot_string_erase(&_godot_string, position, chars); +} + +int String::find(String p_what, int p_from) const { + return godot::api->godot_string_find_from(&_godot_string, p_what._godot_string, p_from); +} + +int String::find_last(String p_what) const { + return godot::api->godot_string_find_last(&_godot_string, p_what._godot_string); +} + +int String::findn(String p_what, int p_from) const { + return godot::api->godot_string_findn_from(&_godot_string, p_what._godot_string, p_from); +} + +String String::format(Variant values) const { + return String(godot::api->godot_string_format(&_godot_string, (godot_variant *)&values)); +} + +String String::format(Variant values, String placeholder) const { + godot_char_string contents = godot::api->godot_string_utf8(&placeholder._godot_string); + String new_string(godot::api->godot_string_format_with_custom_placeholder(&_godot_string, (godot_variant *)&values, godot::api->godot_char_string_get_data(&contents))); + godot::api->godot_char_string_destroy(&contents); + + return new_string; +} + +String String::get_base_dir() const { + return String(godot::api->godot_string_get_base_dir(&_godot_string)); +} + +String String::get_basename() const { + return String(godot::api->godot_string_get_basename(&_godot_string)); +} + +String String::get_extension() const { + return String(godot::api->godot_string_get_extension(&_godot_string)); +} + +String String::get_file() const { + return String(godot::api->godot_string_get_file(&_godot_string)); +} + +int String::hash() const { + return godot::api->godot_string_hash(&_godot_string); +} + +int String::hex_to_int() const { + return godot::api->godot_string_hex_to_int(&_godot_string); +} + +String String::insert(int position, String what) const { + return String(godot::api->godot_string_insert(&_godot_string, position, what._godot_string)); +} + +bool String::is_abs_path() const { + return godot::api->godot_string_is_abs_path(&_godot_string); +} + +bool String::is_rel_path() const { + return godot::api->godot_string_is_rel_path(&_godot_string); +} + +bool String::is_subsequence_of(String text) const { + return godot::api->godot_string_is_subsequence_of(&_godot_string, &text._godot_string); +} + +bool String::is_subsequence_ofi(String text) const { + return godot::api->godot_string_is_subsequence_ofi(&_godot_string, &text._godot_string); +} + +bool String::is_valid_float() const { + return godot::api->godot_string_is_valid_float(&_godot_string); +} + +bool String::is_valid_html_color() const { + return godot::api->godot_string_is_valid_html_color(&_godot_string); +} + +bool String::is_valid_identifier() const { + return godot::api->godot_string_is_valid_identifier(&_godot_string); +} + +bool String::is_valid_integer() const { + return godot::api->godot_string_is_numeric(&_godot_string); +} + +bool String::is_valid_ip_address() const { + return godot::api->godot_string_is_valid_ip_address(&_godot_string); +} + +String String::json_escape() const { + return String(godot::api->godot_string_json_escape(&_godot_string)); +} + +String String::left(int position) const { + return String(godot::api->godot_string_left(&_godot_string, position)); +} + +bool String::match(String expr) const { + return godot::api->godot_string_match(&_godot_string, &expr._godot_string); +} + +bool String::matchn(String expr) const { + return godot::api->godot_string_match(&_godot_string, &expr._godot_string); +} + +PoolByteArray String::md5_buffer() const { + godot_pool_byte_array arr = godot::api->godot_string_md5_buffer(&_godot_string); + return PoolByteArray(arr); +} + +String String::md5_text() const { + return String(godot::api->godot_string_md5_text(&_godot_string)); +} + +int String::ord_at(int at) const { + return godot::api->godot_string_ord_at(&_godot_string, at); +} + +String String::pad_decimals(int digits) const { + return String(godot::api->godot_string_pad_decimals(&_godot_string, digits)); +} + +String String::pad_zeros(int digits) const { + return String(godot::api->godot_string_pad_zeros(&_godot_string, digits)); +} + +String String::percent_decode() const { + return String(godot::api->godot_string_percent_decode(&_godot_string)); +} + +String String::percent_encode() const { + return String(godot::api->godot_string_percent_encode(&_godot_string)); +} + +String String::plus_file(String file) const { + return String(godot::api->godot_string_plus_file(&_godot_string, &file._godot_string)); +} + +String String::replace(String p_key, String p_with) const { + return String(godot::api->godot_string_replace(&_godot_string, p_key._godot_string, p_with._godot_string)); +} + +String String::replacen(String what, String forwhat) const { + return String(godot::api->godot_string_replacen(&_godot_string, what._godot_string, forwhat._godot_string)); +} + +int String::rfind(String p_what, int p_from) const { + return godot::api->godot_string_rfind_from(&_godot_string, p_what._godot_string, p_from); +} + +int String::rfindn(String p_what, int p_from) const { + return godot::api->godot_string_rfindn_from(&_godot_string, p_what._godot_string, p_from); +} + +String String::right(int position) const { + return String(godot::api->godot_string_right(&_godot_string, position)); +} + +PoolByteArray String::sha256_buffer() const { + godot_pool_byte_array arr = godot::api->godot_string_sha256_buffer(&_godot_string); + return PoolByteArray(arr); +} + +String String::sha256_text() const { + return String(godot::api->godot_string_sha256_text(&_godot_string)); +} + +float String::similarity(String text) const { + return godot::api->godot_string_similarity(&_godot_string, &text._godot_string); +} + +// TODO Suport allow_empty +PoolStringArray String::split(String divisor, bool /*allow_empty*/) const { + godot_array arr = godot::api->godot_string_split(&_godot_string, &divisor._godot_string); + return Array(arr); +} + +// TODO Suport allow_empty +PoolIntArray String::split_ints(String divisor, bool /*allow_empty*/) const { + godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string); + return Array(arr); +} + +// TODO Suport allow_empty +PoolRealArray String::split_floats(String divisor, bool /*allow_empty*/) const { + // TODO The GDNative API returns godot_array, when according to the doc, it should have been godot_pool_real_array + godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string); + Array wrapped_array(arr); + return PoolRealArray(wrapped_array); +} + +String String::strip_edges(bool left, bool right) const { + return String(godot::api->godot_string_strip_edges(&_godot_string, left, right)); +} + +String String::substr(int from, int len) const { + return String(godot::api->godot_string_substr(&_godot_string, from, len)); +} + +float String::to_float() const { + return godot::api->godot_string_to_float(&_godot_string); +} + +int64_t String::to_int() const { + return godot::api->godot_string_to_int(&_godot_string); +} + +String String::to_lower() const { + return String(godot::api->godot_string_to_lower(&_godot_string)); +} + +String String::to_upper() const { + return String(godot::api->godot_string_to_upper(&_godot_string)); +} + +String String::xml_escape() const { + return String(godot::api->godot_string_xml_escape(&_godot_string)); +} + +String String::xml_unescape() const { + return String(godot::api->godot_string_xml_unescape(&_godot_string)); +} + +signed char String::casecmp_to(String p_str) const { + return godot::api->godot_string_casecmp_to(&_godot_string, &p_str._godot_string); +} + +signed char String::nocasecmp_to(String p_str) const { + return godot::api->godot_string_nocasecmp_to(&_godot_string, &p_str._godot_string); +} + +signed char String::naturalnocasecmp_to(String p_str) const { + return godot::api->godot_string_naturalnocasecmp_to(&_godot_string, &p_str._godot_string); +} + +String String::dedent() const { + godot_string s = godot::core_1_1_api->godot_string_dedent(&_godot_string); + return String(s); +} + +PoolStringArray String::rsplit(const String &divisor, const bool allow_empty, const int maxsplit) const { + godot_pool_string_array arr = + godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit); + return PoolStringArray(arr); +} + +String String::rstrip(const String &chars) const { + godot_string s = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string); + return String(s); +} + +String String::trim_prefix(const String &prefix) const { + godot_string s = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string); + return String(s); +} + +String String::trim_suffix(const String &suffix) const { + godot_string s = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string); + return String(s); +} + +} // namespace godot diff --git a/src/core/TagDB.cpp b/src/core/TagDB.cpp new file mode 100644 index 0000000..4a2b133 --- /dev/null +++ b/src/core/TagDB.cpp @@ -0,0 +1,78 @@ +/*************************************************************************/ +/* TagDP.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "TagDB.hpp" + +#include + +#include + +namespace godot { + +namespace _TagDB { + +std::unordered_map parent_to; + +void register_type(size_t type_tag, size_t base_type_tag) { + if (type_tag == base_type_tag) { + return; + } + parent_to[type_tag] = base_type_tag; +} + +bool is_type_known(size_t type_tag) { + return parent_to.find(type_tag) != parent_to.end(); +} + +void register_global_type(const char *name, size_t type_tag, size_t base_type_tag) { + godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *)type_tag); + + register_type(type_tag, base_type_tag); +} + +bool is_type_compatible(size_t ask_tag, size_t have_tag) { + if (have_tag == 0) + return false; + + size_t tag = have_tag; + + while (tag != 0) { + if (tag == ask_tag) + return true; + + tag = parent_to[tag]; + } + + return false; +} + +} // namespace _TagDB + +} // namespace godot diff --git a/src/core/Transform.cpp b/src/core/Transform.cpp new file mode 100644 index 0000000..d430c72 --- /dev/null +++ b/src/core/Transform.cpp @@ -0,0 +1,305 @@ +/*************************************************************************/ +/* Transform.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Transform.hpp" + +#include "Basis.hpp" + +#include "AABB.hpp" +#include "Plane.hpp" + +#include "Quat.hpp" + +namespace godot { + +const Transform Transform::IDENTITY = Transform(); +const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0); +const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0); +const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0); + +Transform Transform::inverse_xform(const Transform &t) const { + Vector3 v = t.origin - origin; + return Transform(basis.transpose_xform(t.basis), + basis.xform(v)); +} + +void Transform::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) { + basis.elements[0][0] = xx; + basis.elements[0][1] = xy; + basis.elements[0][2] = xz; + basis.elements[1][0] = yx; + basis.elements[1][1] = yy; + basis.elements[1][2] = yz; + basis.elements[2][0] = zx; + basis.elements[2][1] = zy; + basis.elements[2][2] = zz; + origin.x = tx; + origin.y = ty; + origin.z = tz; +} + +Vector3 Transform::xform(const Vector3 &p_vector) const { + return Vector3( + basis.elements[0].dot(p_vector) + origin.x, + basis.elements[1].dot(p_vector) + origin.y, + basis.elements[2].dot(p_vector) + origin.z); +} +Vector3 Transform::xform_inv(const Vector3 &p_vector) const { + Vector3 v = p_vector - origin; + + return Vector3( + (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z), + (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z), + (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z)); +} + +Plane Transform::xform(const Plane &p_plane) const { + Vector3 point = p_plane.normal * p_plane.d; + Vector3 point_dir = point + p_plane.normal; + point = xform(point); + point_dir = xform(point_dir); + + Vector3 normal = point_dir - point; + normal.normalize(); + real_t d = normal.dot(point); + + return Plane(normal, d); +} +Plane Transform::xform_inv(const Plane &p_plane) const { + Vector3 point = p_plane.normal * p_plane.d; + Vector3 point_dir = point + p_plane.normal; + point = xform_inv(point); + point_dir = xform_inv(point_dir); + + Vector3 normal = point_dir - point; + normal.normalize(); + real_t d = normal.dot(point); + + return Plane(normal, d); +} + +AABB Transform::xform(const AABB &p_aabb) const { + /* define vertices */ + Vector3 x = basis.get_axis(0) * p_aabb.size.x; + Vector3 y = basis.get_axis(1) * p_aabb.size.y; + Vector3 z = basis.get_axis(2) * p_aabb.size.z; + Vector3 pos = xform(p_aabb.position); + //could be even further optimized + AABB new_aabb; + new_aabb.position = pos; + new_aabb.expand_to(pos + x); + new_aabb.expand_to(pos + y); + new_aabb.expand_to(pos + z); + new_aabb.expand_to(pos + x + y); + new_aabb.expand_to(pos + x + z); + new_aabb.expand_to(pos + y + z); + new_aabb.expand_to(pos + x + y + z); + return new_aabb; +} +AABB Transform::xform_inv(const AABB &p_aabb) const { + /* define vertices */ + Vector3 vertices[8] = { + Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), + Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), + Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), + Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z), + Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), + Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), + Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), + Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z) + }; + + AABB ret; + + ret.position = xform_inv(vertices[0]); + + for (int i = 1; i < 8; i++) { + ret.expand_to(xform_inv(vertices[i])); + } + + return ret; +} + +void Transform::affine_invert() { + basis.invert(); + origin = basis.xform(-origin); +} + +Transform Transform::affine_inverse() const { + Transform ret = *this; + ret.affine_invert(); + return ret; +} + +void Transform::invert() { + basis.transpose(); + origin = basis.xform(-origin); +} + +Transform Transform::inverse() const { + // FIXME: this function assumes the basis is a rotation matrix, with no scaling. + // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. + Transform ret = *this; + ret.invert(); + return ret; +} + +void Transform::rotate(const Vector3 &p_axis, real_t p_phi) { + *this = rotated(p_axis, p_phi); +} + +Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const { + return Transform(Basis(p_axis, p_phi), Vector3()) * (*this); +} + +void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) { + basis.rotate(p_axis, p_phi); +} + +Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const { + Transform t = *this; + t.set_look_at(origin, p_target, p_up); + return t; +} + +void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) { + // Reference: MESA source code + Vector3 v_x, v_y, v_z; + + /* Make rotation matrix */ + + /* Z vector */ + v_z = p_eye - p_target; + + v_z.normalize(); + + v_y = p_up; + + v_x = v_y.cross(v_z); + + /* Recompute Y = Z cross X */ + v_y = v_z.cross(v_x); + + v_x.normalize(); + v_y.normalize(); + + basis.set_axis(0, v_x); + basis.set_axis(1, v_y); + basis.set_axis(2, v_z); + origin = p_eye; +} + +Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const { + /* not sure if very "efficient" but good enough? */ + + Vector3 src_scale = basis.get_scale(); + Quat src_rot = basis; + Vector3 src_loc = origin; + + Vector3 dst_scale = p_transform.basis.get_scale(); + Quat dst_rot = p_transform.basis; + Vector3 dst_loc = p_transform.origin; + + Transform dst; + dst.basis = src_rot.slerp(dst_rot, p_c); + dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c)); + dst.origin = src_loc.linear_interpolate(dst_loc, p_c); + + return dst; +} + +void Transform::scale(const Vector3 &p_scale) { + basis.scale(p_scale); + origin *= p_scale; +} + +Transform Transform::scaled(const Vector3 &p_scale) const { + Transform t = *this; + t.scale(p_scale); + return t; +} + +void Transform::scale_basis(const Vector3 &p_scale) { + basis.scale(p_scale); +} + +void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) { + translate(Vector3(p_tx, p_ty, p_tz)); +} +void Transform::translate(const Vector3 &p_translation) { + for (int i = 0; i < 3; i++) { + origin[i] += basis.elements[i].dot(p_translation); + } +} + +Transform Transform::translated(const Vector3 &p_translation) const { + Transform t = *this; + t.translate(p_translation); + return t; +} + +void Transform::orthonormalize() { + basis.orthonormalize(); +} + +Transform Transform::orthonormalized() const { + Transform _copy = *this; + _copy.orthonormalize(); + return _copy; +} + +bool Transform::operator==(const Transform &p_transform) const { + return (basis == p_transform.basis && origin == p_transform.origin); +} +bool Transform::operator!=(const Transform &p_transform) const { + return (basis != p_transform.basis || origin != p_transform.origin); +} + +void Transform::operator*=(const Transform &p_transform) { + origin = xform(p_transform.origin); + basis *= p_transform.basis; +} + +Transform Transform::operator*(const Transform &p_transform) const { + Transform t = *this; + t *= p_transform; + return t; +} + +Transform::operator String() const { + return basis.operator String() + " - " + origin.operator String(); +} + +Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) { + basis = p_basis; + origin = p_origin; +} + +} // namespace godot diff --git a/src/core/Transform2D.cpp b/src/core/Transform2D.cpp new file mode 100644 index 0000000..7edc9c3 --- /dev/null +++ b/src/core/Transform2D.cpp @@ -0,0 +1,332 @@ +/*************************************************************************/ +/* Transform2D.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Transform2D.hpp" +#include "Rect2.hpp" +#include "String.hpp" +#include "Vector2.hpp" + +#include + +namespace godot { + +const Transform2D Transform2D::IDENTITY; +const Transform2D Transform2D::FLIP_X = Transform2D(-1, 0, 0, 1, 0, 0); +const Transform2D Transform2D::FLIP_Y = Transform2D(1, 0, 0, -1, 0, 0); + +Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) { + elements[0][0] = xx; + elements[0][1] = xy; + elements[1][0] = yx; + elements[1][1] = yy; + elements[2][0] = ox; + elements[2][1] = oy; +} + +Vector2 Transform2D::basis_xform(const Vector2 &v) const { + return Vector2( + tdotx(v), + tdoty(v)); +} + +Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const { + return Vector2( + elements[0].dot(v), + elements[1].dot(v)); +} + +Vector2 Transform2D::xform(const Vector2 &v) const { + return Vector2( + tdotx(v), + tdoty(v)) + + elements[2]; +} +Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const { + Vector2 v = p_vec - elements[2]; + + return Vector2( + elements[0].dot(v), + elements[1].dot(v)); +} +Rect2 Transform2D::xform(const Rect2 &p_rect) const { + Vector2 x = elements[0] * p_rect.size.x; + Vector2 y = elements[1] * p_rect.size.y; + Vector2 position = xform(p_rect.position); + + Rect2 new_rect; + new_rect.position = position; + new_rect.expand_to(position + x); + new_rect.expand_to(position + y); + new_rect.expand_to(position + x + y); + return new_rect; +} + +void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) { + elements[0][0] = ::cos(p_rot) * p_scale.x; + elements[1][1] = ::cos(p_rot) * p_scale.y; + elements[1][0] = -::sin(p_rot) * p_scale.y; + elements[0][1] = ::sin(p_rot) * p_scale.x; +} + +Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const { + Vector2 ends[4] = { + xform_inv(p_rect.position), + xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)), + xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)), + xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)) + }; + + Rect2 new_rect; + new_rect.position = ends[0]; + new_rect.expand_to(ends[1]); + new_rect.expand_to(ends[2]); + new_rect.expand_to(ends[3]); + + return new_rect; +} + +void Transform2D::invert() { + // FIXME: this function assumes the basis is a rotation matrix, with no scaling. + // Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. + std::swap(elements[0][1], elements[1][0]); + elements[2] = basis_xform(-elements[2]); +} + +Transform2D Transform2D::inverse() const { + Transform2D inv = *this; + inv.invert(); + return inv; +} + +void Transform2D::affine_invert() { + real_t det = basis_determinant(); + ERR_FAIL_COND(det == 0); + real_t idet = 1.0 / det; + + std::swap(elements[0][0], elements[1][1]); + elements[0] *= Vector2(idet, -idet); + elements[1] *= Vector2(-idet, idet); + + elements[2] = basis_xform(-elements[2]); +} + +Transform2D Transform2D::affine_inverse() const { + Transform2D inv = *this; + inv.affine_invert(); + return inv; +} + +void Transform2D::rotate(real_t p_phi) { + *this = Transform2D(p_phi, Vector2()) * (*this); +} + +real_t Transform2D::get_rotation() const { + real_t det = basis_determinant(); + Transform2D m = orthonormalized(); + if (det < 0) { + m.scale_basis(Size2(-1, -1)); + } + return ::atan2(m[0].y, m[0].x); +} + +void Transform2D::set_rotation(real_t p_rot) { + real_t cr = ::cos(p_rot); + real_t sr = ::sin(p_rot); + elements[0][0] = cr; + elements[0][1] = sr; + elements[1][0] = -sr; + elements[1][1] = cr; +} + +Transform2D::Transform2D(real_t p_rot, const Vector2 &p_position) { + real_t cr = ::cos(p_rot); + real_t sr = ::sin(p_rot); + elements[0][0] = cr; + elements[0][1] = sr; + elements[1][0] = -sr; + elements[1][1] = cr; + elements[2] = p_position; +} + +Size2 Transform2D::get_scale() const { + real_t det_sign = basis_determinant() > 0 ? 1 : -1; + return det_sign * Size2(elements[0].length(), elements[1].length()); +} + +void Transform2D::scale(const Size2 &p_scale) { + scale_basis(p_scale); + elements[2] *= p_scale; +} +void Transform2D::scale_basis(const Size2 &p_scale) { + elements[0][0] *= p_scale.x; + elements[0][1] *= p_scale.y; + elements[1][0] *= p_scale.x; + elements[1][1] *= p_scale.y; +} +void Transform2D::translate(real_t p_tx, real_t p_ty) { + translate(Vector2(p_tx, p_ty)); +} +void Transform2D::translate(const Vector2 &p_translation) { + elements[2] += basis_xform(p_translation); +} + +void Transform2D::orthonormalize() { + // Gram-Schmidt Process + + Vector2 x = elements[0]; + Vector2 y = elements[1]; + + x.normalize(); + y = (y - x * (x.dot(y))); + y.normalize(); + + elements[0] = x; + elements[1] = y; +} +Transform2D Transform2D::orthonormalized() const { + Transform2D on = *this; + on.orthonormalize(); + return on; +} + +bool Transform2D::operator==(const Transform2D &p_transform) const { + for (int i = 0; i < 3; i++) { + if (elements[i] != p_transform.elements[i]) + return false; + } + + return true; +} + +bool Transform2D::operator!=(const Transform2D &p_transform) const { + for (int i = 0; i < 3; i++) { + if (elements[i] != p_transform.elements[i]) + return true; + } + + return false; +} + +void Transform2D::operator*=(const Transform2D &p_transform) { + elements[2] = xform(p_transform.elements[2]); + + real_t x0, x1, y0, y1; + + x0 = tdotx(p_transform.elements[0]); + x1 = tdoty(p_transform.elements[0]); + y0 = tdotx(p_transform.elements[1]); + y1 = tdoty(p_transform.elements[1]); + + elements[0][0] = x0; + elements[0][1] = x1; + elements[1][0] = y0; + elements[1][1] = y1; +} + +Transform2D Transform2D::operator*(const Transform2D &p_transform) const { + Transform2D t = *this; + t *= p_transform; + return t; +} + +Transform2D Transform2D::scaled(const Size2 &p_scale) const { + Transform2D copy = *this; + copy.scale(p_scale); + return copy; +} + +Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const { + Transform2D copy = *this; + copy.scale_basis(p_scale); + return copy; +} + +Transform2D Transform2D::untranslated() const { + Transform2D copy = *this; + copy.elements[2] = Vector2(); + return copy; +} + +Transform2D Transform2D::translated(const Vector2 &p_offset) const { + Transform2D copy = *this; + copy.translate(p_offset); + return copy; +} + +Transform2D Transform2D::rotated(real_t p_phi) const { + Transform2D copy = *this; + copy.rotate(p_phi); + return copy; +} + +real_t Transform2D::basis_determinant() const { + return elements[0].x * elements[1].y - elements[0].y * elements[1].x; +} + +Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const { + //extract parameters + Vector2 p1 = get_origin(); + Vector2 p2 = p_transform.get_origin(); + + real_t r1 = get_rotation(); + real_t r2 = p_transform.get_rotation(); + + Size2 s1 = get_scale(); + Size2 s2 = p_transform.get_scale(); + + //slerp rotation + Vector2 v1(::cos(r1), ::sin(r1)); + Vector2 v2(::cos(r2), ::sin(r2)); + + real_t dot = v1.dot(v2); + + dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1] + + Vector2 v; + + if (dot > 0.9995) { + v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues + } else { + real_t angle = p_c * ::acos(dot); + Vector2 v3 = (v2 - v1 * dot).normalized(); + v = v1 * ::cos(angle) + v3 * ::sin(angle); + } + + //construct matrix + Transform2D res(::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c)); + res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c)); + return res; +} + +Transform2D::operator String() const { + return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]); +} + +} // namespace godot diff --git a/src/core/Variant.cpp b/src/core/Variant.cpp new file mode 100644 index 0000000..d72e7c5 --- /dev/null +++ b/src/core/Variant.cpp @@ -0,0 +1,382 @@ +/*************************************************************************/ +/* Variant.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Variant.hpp" + +#include + +#include "CoreTypes.hpp" +#include "Defs.hpp" +#include "GodotGlobal.hpp" +#include "Object.hpp" + +namespace godot { + +Variant::Variant() { + godot::api->godot_variant_new_nil(&_godot_variant); +} + +Variant::Variant(const Variant &v) { + godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant); +} + +Variant::Variant(bool p_bool) { + godot::api->godot_variant_new_bool(&_godot_variant, p_bool); +} + +Variant::Variant(signed int p_int) // real one +{ + godot::api->godot_variant_new_int(&_godot_variant, p_int); +} + +Variant::Variant(unsigned int p_int) { + godot::api->godot_variant_new_uint(&_godot_variant, p_int); +} + +Variant::Variant(signed short p_short) // real one +{ + godot::api->godot_variant_new_int(&_godot_variant, (int)p_short); +} + +Variant::Variant(int64_t p_char) // real one +{ + godot::api->godot_variant_new_int(&_godot_variant, p_char); +} + +Variant::Variant(uint64_t p_char) { + godot::api->godot_variant_new_uint(&_godot_variant, p_char); +} + +Variant::Variant(float p_float) { + godot::api->godot_variant_new_real(&_godot_variant, p_float); +} + +Variant::Variant(double p_double) { + godot::api->godot_variant_new_real(&_godot_variant, p_double); +} + +Variant::Variant(const String &p_string) { + godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&p_string); +} + +Variant::Variant(const char *const p_cstring) { + String s = String(p_cstring); + godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s); +} + +Variant::Variant(const wchar_t *p_wstring) { + String s = p_wstring; + godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s); +} + +Variant::Variant(const Vector2 &p_vector2) { + godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *)&p_vector2); +} + +Variant::Variant(const Rect2 &p_rect2) { + godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *)&p_rect2); +} + +Variant::Variant(const Vector3 &p_vector3) { + godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *)&p_vector3); +} + +Variant::Variant(const Plane &p_plane) { + godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *)&p_plane); +} + +Variant::Variant(const AABB &p_aabb) { + godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *)&p_aabb); +} + +Variant::Variant(const Quat &p_quat) { + godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *)&p_quat); +} + +Variant::Variant(const Basis &p_transform) { + godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *)&p_transform); +} + +Variant::Variant(const Transform2D &p_transform) { + godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *)&p_transform); +} + +Variant::Variant(const Transform &p_transform) { + godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *)&p_transform); +} + +Variant::Variant(const Color &p_color) { + godot::api->godot_variant_new_color(&_godot_variant, (godot_color *)&p_color); +} + +Variant::Variant(const NodePath &p_path) { + godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *)&p_path); +} + +Variant::Variant(const RID &p_rid) { + godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *)&p_rid); +} + +Variant::Variant(const Object *p_object) { + if (p_object) + godot::api->godot_variant_new_object(&_godot_variant, p_object->_owner); + else + godot::api->godot_variant_new_nil(&_godot_variant); +} + +Variant::Variant(const Dictionary &p_dictionary) { + godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *)&p_dictionary); +} + +Variant::Variant(const Array &p_array) { + godot::api->godot_variant_new_array(&_godot_variant, (godot_array *)&p_array); +} + +Variant::Variant(const PoolByteArray &p_raw_array) { + godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *)&p_raw_array); +} + +Variant::Variant(const PoolIntArray &p_int_array) { + godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *)&p_int_array); +} + +Variant::Variant(const PoolRealArray &p_real_array) { + godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *)&p_real_array); +} + +Variant::Variant(const PoolStringArray &p_string_array) { + godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *)&p_string_array); +} + +Variant::Variant(const PoolVector2Array &p_vector2_array) { + godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *)&p_vector2_array); +} + +Variant::Variant(const PoolVector3Array &p_vector3_array) { + godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *)&p_vector3_array); +} + +Variant::Variant(const PoolColorArray &p_color_array) { + godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *)&p_color_array); +} + +Variant &Variant::operator=(const Variant &v) { + godot::api->godot_variant_destroy(&_godot_variant); + godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant); + return *this; +} + +Variant::operator bool() const { + return booleanize(); +} +Variant::operator signed int() const { + return godot::api->godot_variant_as_int(&_godot_variant); +} +Variant::operator unsigned int() const // this is the real one +{ + return godot::api->godot_variant_as_uint(&_godot_variant); +} +Variant::operator signed short() const { + return godot::api->godot_variant_as_int(&_godot_variant); +} +Variant::operator unsigned short() const { + return godot::api->godot_variant_as_uint(&_godot_variant); +} +Variant::operator signed char() const { + return godot::api->godot_variant_as_int(&_godot_variant); +} +Variant::operator unsigned char() const { + return godot::api->godot_variant_as_uint(&_godot_variant); +} +Variant::operator int64_t() const { + return godot::api->godot_variant_as_int(&_godot_variant); +} +Variant::operator uint64_t() const { + return godot::api->godot_variant_as_uint(&_godot_variant); +} + +Variant::operator wchar_t() const { + return godot::api->godot_variant_as_int(&_godot_variant); +} + +Variant::operator float() const { + return godot::api->godot_variant_as_real(&_godot_variant); +} + +Variant::operator double() const { + return godot::api->godot_variant_as_real(&_godot_variant); +} +Variant::operator String() const { + godot_string s = godot::api->godot_variant_as_string(&_godot_variant); + return String(s); +} +Variant::operator Vector2() const { + godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant); + return *(Vector2 *)&s; +} +Variant::operator Rect2() const { + godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant); + return *(Rect2 *)&s; +} +Variant::operator Vector3() const { + godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant); + return *(Vector3 *)&s; +} +Variant::operator Plane() const { + godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant); + return *(Plane *)&s; +} +Variant::operator AABB() const { + godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant); + return *(AABB *)&s; +} +Variant::operator Quat() const { + godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant); + return *(Quat *)&s; +} +Variant::operator Basis() const { + godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant); + return *(Basis *)&s; +} +Variant::operator Transform() const { + godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant); + return *(Transform *)&s; +} +Variant::operator Transform2D() const { + godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant); + return *(Transform2D *)&s; +} + +Variant::operator Color() const { + godot_color s = godot::api->godot_variant_as_color(&_godot_variant); + return *(Color *)&s; +} +Variant::operator NodePath() const { + godot_node_path ret = godot::api->godot_variant_as_node_path(&_godot_variant); + return NodePath(ret); +} +Variant::operator RID() const { + godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant); + return *(RID *)&s; +} + +Variant::operator Dictionary() const { + Dictionary ret(godot::api->godot_variant_as_dictionary(&_godot_variant)); + return ret; +} + +Variant::operator Array() const { + Array ret(godot::api->godot_variant_as_array(&_godot_variant)); + return ret; +} + +Variant::operator PoolByteArray() const { + godot_pool_byte_array ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant); + return PoolByteArray(ret); +} +Variant::operator PoolIntArray() const { + godot_pool_int_array ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant); + return PoolIntArray(ret); +} +Variant::operator PoolRealArray() const { + godot_pool_real_array ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant); + return PoolRealArray(ret); +} +Variant::operator PoolStringArray() const { + godot_pool_string_array ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant); + return PoolStringArray(ret); +} +Variant::operator PoolVector2Array() const { + godot_pool_vector2_array ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant); + return PoolVector2Array(ret); +} +Variant::operator PoolVector3Array() const { + godot_pool_vector3_array ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant); + return PoolVector3Array(ret); +} +Variant::operator PoolColorArray() const { + godot_pool_color_array ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant); + return PoolColorArray(ret); +} +Variant::operator godot_object *() const { + return godot::api->godot_variant_as_object(&_godot_variant); +} + +Variant::Type Variant::get_type() const { + return static_cast(godot::api->godot_variant_get_type(&_godot_variant)); +} + +Variant Variant::call(const String &method, const Variant **args, const int arg_count) { + godot_variant v = godot::api->godot_variant_call( + &_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr); + return Variant(v); +} + +bool Variant::has_method(const String &method) { + return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *)&method); +} + +bool Variant::operator==(const Variant &b) const { + return godot::api->godot_variant_operator_equal(&_godot_variant, &b._godot_variant); +} + +bool Variant::operator!=(const Variant &b) const { + return !(*this == b); +} + +bool Variant::operator<(const Variant &b) const { + return godot::api->godot_variant_operator_less(&_godot_variant, &b._godot_variant); +} + +bool Variant::operator<=(const Variant &b) const { + return (*this < b) || (*this == b); +} + +bool Variant::operator>(const Variant &b) const { + return !(*this <= b); +} + +bool Variant::operator>=(const Variant &b) const { + return !(*this < b); +} + +bool Variant::hash_compare(const Variant &b) const { + return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant); +} + +bool Variant::booleanize() const { + return godot::api->godot_variant_booleanize(&_godot_variant); +} + +Variant::~Variant() { + godot::api->godot_variant_destroy(&_godot_variant); +} + +} // namespace godot diff --git a/src/core/Vector2.cpp b/src/core/Vector2.cpp new file mode 100644 index 0000000..4e70465 --- /dev/null +++ b/src/core/Vector2.cpp @@ -0,0 +1,100 @@ +/*************************************************************************/ +/* Vector2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Vector2.hpp" + +#include + +#include "String.hpp" + +namespace godot { + +const Vector2 Vector2::ZERO = Vector2(); +const Vector2 Vector2::ONE = Vector2(1, 1); +const Vector2 Vector2::INF = Vector2(INFINITY, INFINITY); + +const Vector2 Vector2::LEFT = Vector2(-1, 0); +const Vector2 Vector2::RIGHT = Vector2(1, 0); +const Vector2 Vector2::UP = Vector2(0, -1); +const Vector2 Vector2::DOWN = Vector2(0, 1); + +bool Vector2::operator==(const Vector2 &p_vec2) const { + return x == p_vec2.x && y == p_vec2.y; +} + +bool Vector2::operator!=(const Vector2 &p_vec2) const { + return x != p_vec2.x || y != p_vec2.y; +} + +Vector2 Vector2::project(const Vector2 &p_vec) const { + Vector2 v1 = p_vec; + Vector2 v2 = *this; + return v2 * (v1.dot(v2) / v2.dot(v2)); +} + +Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const { + return p_vec - *this * (dot(p_vec) - p_d); +} + +Vector2 Vector2::clamped(real_t p_len) const { + real_t l = length(); + Vector2 v = *this; + if (l > 0 && p_len < l) { + v /= l; + v *= p_len; + } + return v; +} + +Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { + Vector2 p0 = p_pre_a; + Vector2 p1 = *this; + Vector2 p2 = p_b; + Vector2 p3 = p_post_b; + + real_t t = p_t; + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector2 out; + out = ((p1 * 2.0) + + (-p0 + p2) * t + + (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 + + (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) * + 0.5; + + return out; +} + +Vector2::operator String() const { + return String::num(x) + ", " + String::num(y); +} + +} // namespace godot diff --git a/src/core/Vector3.cpp b/src/core/Vector3.cpp new file mode 100644 index 0000000..4bf37c3 --- /dev/null +++ b/src/core/Vector3.cpp @@ -0,0 +1,121 @@ +/*************************************************************************/ +/* Vector3.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "Vector3.hpp" + +#include "String.hpp" + +#include + +#include "Basis.hpp" + +namespace godot { + +const Vector3 Vector3::ZERO = Vector3(); +const Vector3 Vector3::ONE = Vector3(1, 1, 1); +const Vector3 Vector3::INF = Vector3(INFINITY, INFINITY, INFINITY); + +const Vector3 Vector3::LEFT = Vector3(-1, 0, 0); +const Vector3 Vector3::RIGHT = Vector3(1, 0, 0); +const Vector3 Vector3::UP = Vector3(0, 1, 0); +const Vector3 Vector3::DOWN = Vector3(0, -1, 0); +const Vector3 Vector3::FORWARD = Vector3(0, 0, -1); +const Vector3 Vector3::BACK = Vector3(0, 0, 1); + +bool Vector3::operator<(const Vector3 &p_v) const { + if (x == p_v.x) { + if (y == p_v.y) + return z < p_v.z; + else + return y < p_v.y; + } else { + return x < p_v.x; + } +} + +bool Vector3::operator<=(const Vector3 &p_v) const { + if (x == p_v.x) { + if (y == p_v.y) + return z <= p_v.z; + else + return y < p_v.y; + } else { + return x < p_v.x; + } +} + +Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const { + Vector3 p0 = pre_a; + Vector3 p1 = *this; + Vector3 p2 = b; + Vector3 p3 = post_b; + + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector3 out; + out = ((p1 * 2.0) + + (-p0 + p2) * t + + (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 + + (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) * + 0.5; + return out; +} + +Basis Vector3::outer(const Vector3 &b) const { + Vector3 row0(x * b.x, x * b.y, x * b.z); + Vector3 row1(y * b.x, y * b.y, y * b.z); + Vector3 row2(z * b.x, z * b.y, z * b.z); + return Basis(row0, row1, row2); +} + +int Vector3::max_axis() const { + return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0); +} + +int Vector3::min_axis() const { + return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); +} + +void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) { + *this = Basis(p_axis, p_phi).xform(*this); +} + +void Vector3::snap(real_t p_val) { + x = Math::stepify(x, p_val); + y = Math::stepify(y, p_val); + z = Math::stepify(z, p_val); +} + +Vector3::operator String() const { + return String::num(x) + ", " + String::num(y) + ", " + String::num(z); +} + +} // namespace godot diff --git a/src/gen/.gitignore b/src/gen/.gitignore new file mode 100644 index 0000000..d6b7ef3 --- /dev/null +++ b/src/gen/.gitignore @@ -0,0 +1,2 @@ +* +!.gitignore diff --git a/test/.gitignore b/test/.gitignore new file mode 100644 index 0000000..e0b51db --- /dev/null +++ b/test/.gitignore @@ -0,0 +1,21 @@ +# Godot 4+ specific ignores +.godot/ + +# Godot-specific ignores +.import/ +export.cfg +export_presets.cfg +# Dummy HTML5 export presets file for continuous integration +!.github/dist/export_presets.cfg + +# Imported translations (automatically generated from CSV files) +*.translation + +# Mono-specific ignores +.mono/ +data_*/ +mono_crash.*.json + +# System/tool-specific ignores +.directory +*~ diff --git a/test/SConstruct b/test/SConstruct new file mode 100644 index 0000000..9bfd43d --- /dev/null +++ b/test/SConstruct @@ -0,0 +1,16 @@ +#!/usr/bin/env python + +env = SConscript("../SConstruct") + +# tweak this if you want to use different folders, or more folders, to store your source code in. +env.Append(CPPPATH=['src/']) +sources = Glob('src/*.cpp') + +library = env.SharedLibrary( + "bin/libgdexample.{}.{}.{}{}".format( + env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"] + ), + source=sources, +) + +Default(library) diff --git a/test/gdexample.gdnlib b/test/gdexample.gdnlib new file mode 100644 index 0000000..9744b98 --- /dev/null +++ b/test/gdexample.gdnlib @@ -0,0 +1,20 @@ +[general] + +singleton=false +load_once=true +symbol_prefix="godot_" +reloadable=false + +[entry] + +X11.64="res://bin/libgdexample.linux.release.64.so" +Server.64="res://bin/libgdexample.linux.release.64.so" +Windows.64="res://bin/libgdexample.windows.release.64.dll" +OSX.64="res://bin/libgdexample.osx.release.64.dylib" + +[dependencies] + +X11.64=[] +Server.64=[] +Windows.64=[] +OSX.64=[] diff --git a/test/gdexample.gdns b/test/gdexample.gdns new file mode 100644 index 0000000..a9d02d3 --- /dev/null +++ b/test/gdexample.gdns @@ -0,0 +1,9 @@ +[gd_resource type="NativeScript" load_steps=2 format=2] + +[ext_resource path="res://gdexample.gdnlib" type="GDNativeLibrary" id=1] + +[resource] + +resource_name = "gdexample" +class_name = "SimpleClass" +library = ExtResource( 1 ) diff --git a/test/project.godot b/test/project.godot new file mode 100644 index 0000000..a3e6045 --- /dev/null +++ b/test/project.godot @@ -0,0 +1,17 @@ +; Engine configuration file. +; It's best edited using the editor UI and not directly, +; since the parameters that go here are not all obvious. +; +; Format: +; [section] ; section goes between [] +; param=value ; assign values to parameters + +config_version=4 + +_global_script_classes=[ ] +_global_script_class_icons={ +} + +[application] + +config/name="Test CI project" diff --git a/test/script.gd b/test/script.gd new file mode 100644 index 0000000..94f8ecb --- /dev/null +++ b/test/script.gd @@ -0,0 +1,30 @@ +extends MainLoop + + +func _initialize(): + OS.exit_code = 1 + var native_script = load("res://gdexample.gdns") + print("Native Script ", native_script) + if not native_script || !is_instance_valid(native_script): + return + print("Library ", native_script.library) + if not native_script.library || !is_instance_valid(native_script.library): + return + var ref = native_script.new() + print("Reference ", ref) + if not ref || !is_instance_valid(ref): + return + print("Reference name ", ref.name) + if ref.name != "SimpleClass": + return + print("Reference value ", ref.value) + if ref.value != 0: + return + print("Call method ", ref.method(1)) + if ref.method(1) != 1: + return + OS.exit_code = 0 + + +func _idle(_delta): + return true diff --git a/test/src/init.cpp b/test/src/init.cpp new file mode 100644 index 0000000..9714970 --- /dev/null +++ b/test/src/init.cpp @@ -0,0 +1,103 @@ +/*************************************************************************/ +/* init.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include +#include + +using namespace godot; + +class SimpleClass : public Reference { + GODOT_CLASS(SimpleClass, Reference); + +public: + SimpleClass() {} + + /** `_init` must exist as it is called by Godot. */ + void _init() { + _name = String("SimpleClass"); + _value = 0; + } + + void test_void_method() { + Godot::print("This is test"); + } + + Variant method(Variant arg) { + Variant ret; + ret = arg; + + return ret; + } + + static void _register_methods() { + register_method("method", &SimpleClass::method); + + /** + * The line below is equivalent to the following GDScript export: + * export var _name = "SimpleClass" + **/ + register_property("name", &SimpleClass::_name, String("SimpleClass")); + + /** Alternatively, with getter and setter methods: */ + register_property("value", &SimpleClass::set_value, &SimpleClass::get_value, 0); + + /** Registering a signal: **/ + register_signal("signal_name0"); // windows: error C2668: 'godot::register_signal': ambiguous call to overloaded function + register_signal("signal_name1", "string_argument", GODOT_VARIANT_TYPE_STRING); + } + + String _name; + int _value; + + void set_value(int p_value) { + _value = p_value; + } + + int get_value() const { + return _value; + } +}; + +/** GDNative Initialize **/ +extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) { + godot::Godot::gdnative_init(o); +} + +/** GDNative Terminate **/ +extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) { + godot::Godot::gdnative_terminate(o); +} + +/** NativeScript Initialize **/ +extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) { + godot::Godot::nativescript_init(handle); + + godot::register_class(); +}