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https://github.com/Relintai/pandemonium_engine.git
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Bind everything in Vector3.
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e4aebe1783
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@ -540,30 +540,40 @@ struct _VariantCall {
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VCALL_LOCALMEM1(Rect2i, set_end);
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VCALL_LOCALMEM0R(Rect2i, get_end);
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VCALL_LOCALMEM2(Vector3, set_axis);
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VCALL_LOCALMEM1R(Vector3, get_axis);
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VCALL_LOCALMEM1(Vector3, set_all);
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VCALL_LOCALMEM0R(Vector3, min_axis);
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VCALL_LOCALMEM0R(Vector3, max_axis);
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VCALL_LOCALMEM1R(Vector3, distance_to);
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VCALL_LOCALMEM1R(Vector3, distance_squared_to);
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VCALL_LOCALMEM0R(Vector3, length);
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VCALL_LOCALMEM0R(Vector3, length_squared);
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VCALL_LOCALMEM0(Vector3, normalize);
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VCALL_LOCALMEM0R(Vector3, normalized);
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VCALL_LOCALMEM0R(Vector3, is_normalized);
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VCALL_LOCALMEM1R(Vector3, is_equal_approx);
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VCALL_LOCALMEM0R(Vector3, inverse);
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VCALL_LOCALMEM1R(Vector3, limit_length);
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VCALL_LOCALMEM0(Vector3, zero);
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VCALL_LOCALMEM1(Vector3, snap);
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VCALL_LOCALMEM1R(Vector3, snapped);
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VCALL_LOCALMEM2(Vector3, rotate);
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VCALL_LOCALMEM2R(Vector3, rotated);
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VCALL_LOCALMEM2R(Vector3, linear_interpolate);
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VCALL_LOCALMEM2R(Vector3, slerp);
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VCALL_LOCALMEM4R(Vector3, cubic_interpolate);
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VCALL_LOCALMEM4R(Vector3, bezier_interpolate);
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VCALL_LOCALMEM2R(Vector3, move_toward);
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VCALL_LOCALMEM1R(Vector3, dot);
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VCALL_LOCALMEM1R(Vector3, cross);
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VCALL_LOCALMEM1R(Vector3, dot);
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VCALL_LOCALMEM1R(Vector3, outer);
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VCALL_LOCALMEM0R(Vector3, to_diagonal_matrix);
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VCALL_LOCALMEM0R(Vector3, abs);
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VCALL_LOCALMEM0R(Vector3, floor);
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VCALL_LOCALMEM0R(Vector3, sign);
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VCALL_LOCALMEM0R(Vector3, ceil);
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VCALL_LOCALMEM0R(Vector3, round);
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VCALL_LOCALMEM2R(Vector3, clamp);
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VCALL_LOCALMEM1R(Vector3, distance_to);
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VCALL_LOCALMEM1R(Vector3, distance_squared_to);
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VCALL_LOCALMEM1R(Vector3, posmod);
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VCALL_LOCALMEM1R(Vector3, posmodv);
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VCALL_LOCALMEM1R(Vector3, project);
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@ -573,8 +583,8 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector3, slide);
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VCALL_LOCALMEM1R(Vector3, bounce);
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VCALL_LOCALMEM1R(Vector3, reflect);
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VCALL_LOCALMEM1R(Vector3, limit_length);
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VCALL_LOCALMEM0R(Vector3, sign);
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VCALL_LOCALMEM1R(Vector3, is_equal_approx);
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VCALL_LOCALMEM2R(Vector3, is_equal_approxt);
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VCALL_LOCALMEM0R(Vector3i, min_axis);
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VCALL_LOCALMEM0R(Vector3i, max_axis);
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@ -2366,41 +2376,51 @@ void register_variant_methods() {
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ADDFUNC1(RECT2I, NIL, Rect2i, set_end, VECTOR2I, "end", varray());
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ADDFUNC0R(RECT2I, VECTOR2I, Rect2i, get_end, varray());
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ADDFUNC2(VECTOR3, NIL, Vector3, set_axis, INT, "axis", REAL, "value", varray());
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ADDFUNC1R(VECTOR3, INT, Vector3, get_axis, INT, "axis", varray());
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ADDFUNC1(VECTOR3, NIL, Vector3, set_all, REAL, "value", varray());
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ADDFUNC0R(VECTOR3, INT, Vector3, min_axis, varray());
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ADDFUNC0R(VECTOR3, INT, Vector3, max_axis, varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray());
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ADDFUNC2R(VECTOR3, REAL, Vector3, signed_angle_to, VECTOR3, "to", VECTOR3, "axis", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, direction_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray());
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ADDFUNC0R(VECTOR3, REAL, Vector3, length, varray());
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ADDFUNC0R(VECTOR3, REAL, Vector3, length_squared, varray());
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ADDFUNC0(VECTOR3, NIL, Vector3, normalize, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, normalized, varray());
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ADDFUNC0R(VECTOR3, BOOL, Vector3, is_normalized, varray());
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ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, limit_length, REAL, "length", varray(1.0));
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ADDFUNC0(VECTOR3, NIL, Vector3, zero, varray());
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ADDFUNC1(VECTOR3, NIL, Vector3, snap, VECTOR3, "val", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray());
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ADDFUNC2(VECTOR3, NIL, Vector3, rotate, INT, "axis", REAL, "phi", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "phi", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, linear_interpolate, VECTOR3, "to", REAL, "weight", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, slerp, VECTOR3, "to", REAL, "weight", varray());
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ADDFUNC4R(VECTOR3, VECTOR3, Vector3, cubic_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "weight", varray());
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ADDFUNC4R(VECTOR3, VECTOR3, Vector3, bezier_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "weight", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, move_toward, VECTOR3, "to", REAL, "delta", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, dot, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, cross, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, dot, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, BASIS, Vector3, outer, VECTOR3, "b", varray());
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ADDFUNC0R(VECTOR3, BASIS, Vector3, to_diagonal_matrix, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, abs, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, floor, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, sign, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, ceil, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, round, varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, clamp, VECTOR3, "min", VECTOR3, "max", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, posmod, REAL, "mod", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, posmodv, VECTOR3, "modv", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, project, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray());
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ADDFUNC2R(VECTOR3, REAL, Vector3, signed_angle_to, VECTOR3, "to", VECTOR3, "axis", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, direction_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, slide, VECTOR3, "n", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, bounce, VECTOR3, "n", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, reflect, VECTOR3, "n", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, limit_length, REAL, "length", varray(1.0));
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, sign, varray());
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ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
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ADDFUNC2R(VECTOR3, BOOL, Vector3, is_equal_approxt, VECTOR3, "v", REAL, "tolerance", varray());
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ADDFUNC0R(VECTOR3I, INT, Vector3i, min_axis, varray());
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ADDFUNC0R(VECTOR3I, INT, Vector3i, max_axis, varray());
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