mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-18 15:27:17 +01:00
467 lines
19 KiB
C++
467 lines
19 KiB
C++
/*************************************************************************/
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/* vector3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gdn/vector3.h"
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#include "core/containers/vector.h"
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#include "core/variant/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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static_assert(sizeof(pandemonium_vector3) == sizeof(Vector3), "Vector3 size mismatch");
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pandemonium_real GDAPI pandemonium_vector3_get_x(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->x;
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}
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void GDAPI pandemonium_vector3_set_x(pandemonium_vector3 *p_self, const pandemonium_real val) {
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Vector3 *self = (Vector3 *)p_self;
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self->x = val;
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}
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pandemonium_real GDAPI pandemonium_vector3_get_y(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->y;
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}
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void GDAPI pandemonium_vector3_set_y(pandemonium_vector3 *p_self, const pandemonium_real val) {
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Vector3 *self = (Vector3 *)p_self;
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self->y = val;
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}
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pandemonium_real GDAPI pandemonium_vector3_get_z(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->z;
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}
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void GDAPI pandemonium_vector3_set_z(pandemonium_vector3 *p_self, const pandemonium_real val) {
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Vector3 *self = (Vector3 *)p_self;
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self->z = val;
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}
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pandemonium_real GDAPI *pandemonium_vector3_operator_index(pandemonium_vector3 *p_self, const pandemonium_int p_idx) {
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Vector3 *self = (Vector3 *)p_self;
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return (pandemonium_real *)&self->operator[](p_idx);
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}
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const pandemonium_real GDAPI *pandemonium_vector3_operator_index_const(const pandemonium_vector3 *p_self, const pandemonium_int p_idx) {
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const Vector3 *self = (const Vector3 *)p_self;
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return (const pandemonium_real *)&self->operator[](p_idx);
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}
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void GDAPI pandemonium_vector3_set_axis(pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis, const pandemonium_real p_val) {
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Vector3 *self = (Vector3 *)p_self;
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self->set_axis(p_axis, p_val);
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}
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pandemonium_real GDAPI pandemonium_vector3_get_axis(const pandemonium_vector3 *p_self, const pandemonium_vector3_axis p_axis) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->get_axis(p_axis);
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}
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void GDAPI pandemonium_vector3_set_all(pandemonium_vector3 *p_self, const pandemonium_real p_value) {
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Vector3 *self = (Vector3 *)p_self;
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self->set_all(p_value);
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}
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pandemonium_int GDAPI pandemonium_vector3_min_axis(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->min_axis();
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}
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pandemonium_int GDAPI pandemonium_vector3_max_axis(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->max_axis();
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}
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pandemonium_real GDAPI pandemonium_vector3_length(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->length();
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}
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pandemonium_real GDAPI pandemonium_vector3_length_squared(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->length_squared();
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}
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void GDAPI pandemonium_vector3_normalize(pandemonium_vector3 *p_self) {
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Vector3 *self = (Vector3 *)p_self;
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self->normalize();
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_normalized(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->normalized();
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return dest;
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}
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pandemonium_bool GDAPI pandemonium_vector3_is_normalized(const pandemonium_vector3 *p_self) {
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const Vector3 *self = (const Vector3 *)p_self;
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return self->is_normalized();
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_inverse(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->inverse();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_limit_length(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->limit_length();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_limit_length_len(const pandemonium_vector3 *p_self, const pandemonium_real p_val) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->limit_length(p_val);
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return dest;
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}
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void GDAPI pandemonium_vector3_zero(pandemonium_vector3 *p_self) {
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Vector3 *self = (Vector3 *)p_self;
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self->zero();
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}
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void GDAPI pandemonium_vector3_snap(pandemonium_vector3 *p_self, const pandemonium_vector3 *p_val) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *val = (const Vector3 *)p_val;
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self->snap(*val);
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_snapped(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_by) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *snap_axis = (const Vector3 *)p_by;
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*((Vector3 *)&dest) = self->snapped(*snap_axis);
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return dest;
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}
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void GDAPI pandemonium_vector3_rotate(pandemonium_vector3 *p_self, const pandemonium_vector3 *p_axis, const pandemonium_real p_phi) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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self->rotate(*axis, p_phi);
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_rotated(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_axis, const pandemonium_real p_phi) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *axis = (const Vector3 *)p_axis;
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*((Vector3 *)&dest) = self->rotated(*axis, p_phi);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_linear_interpolate(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b, const pandemonium_real p_t) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Vector3 *)&dest) = self->linear_interpolate(*b, p_t);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_slerp(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to, const pandemonium_real p_weight) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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*((Vector3 *)&dest) = self->slerp(*to, p_weight);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_cubic_interpolate(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b, const pandemonium_vector3 *p_pre_a, const pandemonium_vector3 *p_post_b, const pandemonium_real p_t) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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const Vector3 *pre_a = (const Vector3 *)p_pre_a;
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const Vector3 *post_b = (const Vector3 *)p_post_b;
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*((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_bezier_interpolate(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_control_1, const pandemonium_vector3 *p_control_2, const pandemonium_vector3 *p_end, const pandemonium_real p_t) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *control_1 = (const Vector3 *)p_control_1;
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const Vector3 *control_2 = (const Vector3 *)p_control_2;
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const Vector3 *end = (const Vector3 *)p_end;
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*((Vector3 *)&dest) = self->bezier_interpolate(*control_1, *control_2, *end, p_t);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_move_toward(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to, const pandemonium_real p_delta) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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*((Vector3 *)&dest) = self->move_toward(*to, p_delta);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_cross(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Vector3 *)&dest) = self->cross(*b);
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return dest;
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}
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pandemonium_real GDAPI pandemonium_vector3_dot(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->dot(*b);
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}
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pandemonium_basis GDAPI pandemonium_vector3_outer(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_basis dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*((Basis *)&dest) = self->outer(*b);
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return dest;
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}
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pandemonium_basis GDAPI pandemonium_vector3_to_diagonal_matrix(const pandemonium_vector3 *p_self) {
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pandemonium_basis dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Basis *)&dest) = self->to_diagonal_matrix();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_abs(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->abs();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_floor(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->floor();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_sign(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->sign();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_ceil(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->ceil();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_round(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->round();
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_posmod(const pandemonium_vector3 *p_self, const pandemonium_real p_mod) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*((Vector3 *)&dest) = self->posmod(p_mod);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_posmodv(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_modv) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *modv = (const Vector3 *)p_modv;
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*((Vector3 *)&dest) = self->posmodv(*modv);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_project(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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*((Vector3 *)&dest) = self->project(*to);
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return dest;
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}
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pandemonium_real GDAPI pandemonium_vector3_angle_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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return self->angle_to(*to);
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}
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pandemonium_real GDAPI pandemonium_vector3_signed_angle_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to, const pandemonium_vector3 *p_axis) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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const Vector3 *axis = (const Vector3 *)p_axis;
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return self->signed_angle_to(*to, *axis);
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_direction_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_to) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *to = (const Vector3 *)p_to;
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*((Vector3 *)&dest) = self->direction_to(*to);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_clamp(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_min, const pandemonium_vector3 *p_max) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *min = (const Vector3 *)p_min;
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const Vector3 *max = (const Vector3 *)p_max;
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*((Vector3 *)&dest) = self->clamp(*min, *max);
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return dest;
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}
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pandemonium_real GDAPI pandemonium_vector3_distance_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->distance_to(*b);
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}
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pandemonium_real GDAPI pandemonium_vector3_distance_squared_to(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return self->distance_squared_to(*b);
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_slide(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->slide(*n);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_bounce(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->bounce(*n);
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return dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_reflect(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_n) {
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pandemonium_vector3 dest;
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *n = (const Vector3 *)p_n;
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*((Vector3 *)&dest) = self->reflect(*n);
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return dest;
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}
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pandemonium_bool GDAPI pandemonium_vector3_is_equal_approx(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_v) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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return self->is_equal_approx(*v);
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}
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pandemonium_bool GDAPI pandemonium_vector3_is_equal_approx_tolerance(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_v, const pandemonium_real p_tolerance) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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return self->is_equal_approx(*v, p_tolerance);
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}
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pandemonium_bool GDAPI pandemonium_vector3_is_equal_approxt(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_v, const pandemonium_real p_tolerance) {
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const Vector3 *self = (const Vector3 *)p_self;
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const Vector3 *v = (const Vector3 *)p_v;
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return self->is_equal_approxt(*v, p_tolerance);
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_add(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*dest = *self + *b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_subtract(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*dest = *self - *b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_multiply_vector(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*dest = *self * *b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_multiply_scalar(const pandemonium_vector3 *p_self, const pandemonium_real p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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*dest = *self * p_b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_divide_vector(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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*dest = *self / *b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_divide_scalar(const pandemonium_vector3 *p_self, const pandemonium_real p_b) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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Vector3 *self = (Vector3 *)p_self;
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*dest = *self / p_b;
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return raw_dest;
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}
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pandemonium_vector3 GDAPI pandemonium_vector3_operator_neg(const pandemonium_vector3 *p_self) {
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pandemonium_vector3 raw_dest;
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Vector3 *dest = (Vector3 *)&raw_dest;
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const Vector3 *self = (const Vector3 *)p_self;
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*dest = -(*self);
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return raw_dest;
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}
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pandemonium_bool GDAPI pandemonium_vector3_operator_equal(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return *self == *b;
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}
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pandemonium_bool GDAPI pandemonium_vector3_operator_less(const pandemonium_vector3 *p_self, const pandemonium_vector3 *p_b) {
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Vector3 *self = (Vector3 *)p_self;
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const Vector3 *b = (const Vector3 *)p_b;
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return *self < *b;
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}
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pandemonium_string GDAPI pandemonium_vector3_as_string(const pandemonium_vector3 *p_self) {
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pandemonium_string ret;
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const Vector3 *self = (const Vector3 *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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void GDAPI pandemonium_vector3_new(pandemonium_vector3 *r_dest, const pandemonium_real p_x, const pandemonium_real p_y, const pandemonium_real p_z) {
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Vector3 *dest = (Vector3 *)r_dest;
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*dest = Vector3(p_x, p_y, p_z);
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}
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#ifdef __cplusplus
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}
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#endif
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