Implementing clang-format and applying it to all classes

pull/206/head
Bastiaan Olij 2018-11-24 09:09:41 +11:00
parent 0a6f5d052a
commit fc20fa3fce
49 changed files with 2923 additions and 3172 deletions

126
.clang-format Normal file
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@ -0,0 +1,126 @@
# 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: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: true
# 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: true
# 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: Cpp03
---
### ObjC specific config ###
Language: ObjC
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
---
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
...

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@ -9,9 +9,18 @@ Version | Branch
**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/GodotNativeTools/godot-cpp/tree/nativescript-1.0)
Index:
- [**Contributing**](#contributing)
- [**Getting Started**](#getting-started)
- [**Creating a simple class**](#creating-a-simple-class)
## 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 the this repo.
Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this:
https://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html
It is advisible to also install clang-format and copy the files in `misc/hooks` into `.git/hooks` so format checking 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) |

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@ -30,7 +30,6 @@ public:
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;
@ -51,7 +50,6 @@ public:
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;
@ -73,11 +71,12 @@ public:
operator String() const;
inline AABB() {}
inline AABB(const Vector3 &p_pos,const Vector3& p_size) { position=p_pos; size=p_size; }
inline AABB(const Vector3 &p_pos, const Vector3 &p_size) {
position = p_pos;
size = p_size;
}
};
}
} // namespace godot
#endif // RECT3_H

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@ -21,6 +21,7 @@ class Object;
class Array {
godot_array _godot_array;
public:
Array();
Array(const Array &other);
@ -98,9 +99,8 @@ public:
void sort_custom(Object *obj, const String &func);
~Array();
};
}
} // namespace godot
#endif // ARRAY_H

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@ -26,10 +26,6 @@ public:
Basis();
const Vector3 &operator[](int axis) const;
Vector3 &operator[](int axis);
@ -37,7 +33,6 @@ public:
bool isequal_approx(const Basis &a, const Basis &b) const;
bool is_orthogonal() const;
bool is_rotation() const;
@ -88,7 +83,6 @@ public:
Basis operator*(const Basis &p_matrix) const;
void operator+=(const Basis &p_matrix);
Basis operator+(const Basis &p_matrix) const;
@ -105,14 +99,12 @@ public:
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;
@ -133,10 +125,8 @@ public:
Basis diagonalize();
operator Quat() const;
};
}
} // namespace godot
#endif // BASIS_H

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@ -9,14 +9,11 @@
namespace godot {
struct Color {
private:
// static float _parse_col(const String& p_str, int p_ofs);
public:
union {
struct {
@ -82,15 +79,23 @@ public:
* No construct parameters, r=0, g=0, b=0. a=255
*/
inline Color() {
r=0; g=0; b=0; a=1.0;
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; }
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

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@ -12,8 +12,8 @@
#include "Plane.hpp"
#include "PoolArrays.hpp"
#include "Quat.hpp"
#include "Rect2.hpp"
#include "RID.hpp"
#include "Rect2.hpp"
#include "String.hpp"
#include "Transform.hpp"
#include "Transform2D.hpp"
@ -23,5 +23,4 @@
#include "Wrapped.hpp"
#endif // CORETYPES_H

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@ -1,7 +1,6 @@
#ifndef DEFS_H
#define DEFS_H
namespace godot {
enum class Error {
@ -92,9 +91,9 @@ enum class Error {
KV add_all(KV kv) {
return kv;
}
}
} // namespace helpers
}
} // namespace godot
#include <stdio.h>
@ -109,7 +108,9 @@ typedef float real_t;
// ERR/WARN macros
#ifndef WARN_PRINT
#define WARN_PRINT(msg) fprintf(stdout, "ERROR: %s\n", msg); fflush(stdout)
#define WARN_PRINT(msg) \
fprintf(stdout, "ERROR: %s\n", msg); \
fflush(stdout)
#endif
#ifndef WARN_PRINTS
@ -129,24 +130,51 @@ typedef float real_t;
#endif
#ifndef ERR_FAIL_V
#define ERR_FAIL_V(a) { ERR_FAIL(); return a; }
#define ERR_FAIL_V(a) \
{ \
ERR_FAIL(); \
return a; \
}
#endif
#ifndef ERR_FAIL_COND
#define ERR_FAIL_COND(a) do { if (a) { ERR_PRINT(#a); return; } } while(0)
#define ERR_FAIL_COND(a) \
do { \
if (a) { \
ERR_PRINT(#a); \
return; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_COND_V
#define ERR_FAIL_COND_V(cond, ret) do { if (cond) { ERR_PRINT(#cond); return ret; } } while(0)
#define ERR_FAIL_COND_V(cond, ret) \
do { \
if (cond) { \
ERR_PRINT(#cond); \
return ret; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_INDEX
#define ERR_FAIL_INDEX(a, b) do { if (a < 0 || a >= b) { ERR_FAIL(); return; } } while(0)
#define ERR_FAIL_INDEX(a, b) \
do { \
if (a < 0 || a >= b) { \
ERR_FAIL(); \
return; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_INDEX_V
#define ERR_FAIL_INDEX_V(a, b, c) do { if (a < 0 || a >= b) { ERR_FAIL(); return c; } } while(0)
#define ERR_FAIL_INDEX_V(a, b, c) \
do { \
if (a < 0 || a >= b) { \
ERR_FAIL(); \
return c; \
} \
} while (0)
#endif
#endif // DEFS_H

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@ -11,6 +11,7 @@ namespace godot {
class Dictionary {
godot_dictionary _godot_dictionary;
public:
Dictionary();
Dictionary(const Dictionary &other);
@ -46,9 +47,8 @@ public:
Array values() const;
~Dictionary();
};
}
} // namespace godot
#endif // DICTIONARY_H

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@ -9,82 +9,90 @@
#include <typeinfo>
#include "CoreTypes.hpp"
#include "Variant.hpp"
#include "Ref.hpp"
#include "TagDB.hpp"
#include "Variant.hpp"
#include "Object.hpp"
#include "GodotGlobal.hpp"
#include <NativeScript.hpp>
#include <GDNativeLibrary.hpp>
#include <NativeScript.hpp>
namespace godot {
template <class T>
T *as(const Object *obj)
{
T *as(const Object *obj) {
return (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner);
}
template <class T>
T *get_wrapper(godot_object *obj)
{
T *get_wrapper(godot_object *obj) {
return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
}
#define GODOT_CLASS(Name, Base) \
public: inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, }; \
inline static Name *_new() { godot::NativeScript *script = godot::NativeScript::_new(); script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *) godot::gdnlib)); script->set_class_name(#Name); Name *instance = godot::as<Name>(script->new_()); return instance; } \
\
public: \
inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, \
}; \
inline static Name *_new() { \
godot::NativeScript *script = godot::NativeScript::_new(); \
script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
script->set_class_name(#Name); \
Name *instance = godot::as<Name>(script->new_()); \
return instance; \
} \
inline static const char *___get_base_type_name() { return Base::___get_class_name(); } \
inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
\
private:
#define GODOT_SUBCLASS(Name, Base) \
public: inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, }; \
inline static Name *_new() { godot::NativeScript *script = godot::NativeScript::_new(); script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *) godot::gdnlib)); script->set_class_name(#Name); Name *instance = godot::as<Name>(script->new_()); return instance; } \
\
public: \
inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, \
}; \
inline static Name *_new() { \
godot::NativeScript *script = godot::NativeScript::_new(); \
script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
script->set_class_name(#Name); \
Name *instance = godot::as<Name>(script->new_()); \
return instance; \
} \
inline static const char *___get_base_type_name() { return #Base; } \
inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
\
private:
template <class T>
struct _ArgCast {
static T _arg_cast(Variant a)
{
static T _arg_cast(Variant a) {
return a;
}
};
template <class T>
struct _ArgCast<T *> {
static T *_arg_cast(Variant a)
{
static T *_arg_cast(Variant a) {
return (T *)T::___get_from_variant(a);
}
};
template <>
struct _ArgCast<Variant> {
static Variant _arg_cast(Variant a)
{
static Variant _arg_cast(Variant a) {
return a;
}
};
// instance and destroy funcs
template <class T>
void *_godot_class_instance_func(godot_object *p, void *method_data)
{
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();
@ -93,16 +101,13 @@ void *_godot_class_instance_func(godot_object *p, void *method_data)
}
template <class T>
void _godot_class_destroy_func(godot_object *p, void *method_data, void *data)
{
void _godot_class_destroy_func(godot_object *p, void *method_data, void *data) {
T *d = (T *)data;
delete d;
}
template <class T>
void register_class()
{
void register_class() {
godot_instance_create_func create = {};
create.create_func = _godot_class_instance_func<T>;
@ -117,8 +122,7 @@ void register_class()
}
template <class T>
void register_tool_class()
{
void register_tool_class() {
godot_instance_create_func create = {};
create.create_func = _godot_class_instance_func<T>;
@ -132,44 +136,23 @@ void register_tool_class()
T::_register_methods();
}
// method registering
typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *, int, godot_variant **);
template <class T, class R, class... args>
const char *___get_method_class_name(R (T::*p)(args... a))
{
const char *___get_method_class_name(R (T::*p)(args... a)) {
return T::___get_type_name();
}
template <class T, class R, class... args>
const char *___get_method_class_name(R (T::*p)(args... a) const)
{
const char *___get_method_class_name(R (T::*p)(args... a) const) {
return T::___get_type_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 <int... I>
@ -185,11 +168,11 @@ struct __construct_sequence<0, I...> {
using type = __Sequence<I...>;
};
// Now the wrapping part.
template <class T, class R, class... As>
struct _WrappedMethod {
R (T::*f)(As...);
R(T::*f)
(As...);
template <int... I>
void apply(Variant *ret, T *obj, Variant **args, __Sequence<I...>) {
@ -207,10 +190,8 @@ struct _WrappedMethod<T, void, As...> {
}
};
template <class T, class R, class... As>
godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int num_args, godot_variant **args)
{
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);
@ -226,8 +207,7 @@ godot_variant __wrapped_method(godot_object *, void *method_data, void *user_dat
}
template <class T, class R, class... As>
void *___make_wrapper_function(R (T::*f)(As...))
{
void *___make_wrapper_function(R (T::*f)(As...)) {
using MethodType = _WrappedMethod<T, R, As...>;
MethodType *p = (MethodType *)godot::api->godot_alloc(sizeof(MethodType));
p->f = f;
@ -235,62 +215,37 @@ void *___make_wrapper_function(R (T::*f)(As...))
}
template <class T, class R, class... As>
__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...))
{
__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...)) {
return (__godot_wrapper_method)&__wrapped_method<T, R, As...>;
}
template <class T, class R, class... A>
void *___make_wrapper_function(R (T::*f)(A...) const)
{
void *___make_wrapper_function(R (T::*f)(A...) const) {
return ___make_wrapper_function((R(T::*)(A...))f);
}
template <class T, class R, class... A>
__godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const)
{
__godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const) {
return ___get_wrapper_function((R(T::*)(A...))f);
}
template <class M>
void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED)
{
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);
}
template <class T, class P>
struct _PropertySetFunc {
void (T::*f)(P);
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value)
{
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
_PropertySetFunc<T, P> *set_func = (_PropertySetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@ -302,9 +257,9 @@ struct _PropertySetFunc {
template <class T, class P>
struct _PropertyGetFunc {
P (T::*f)();
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data)
{
P(T::*f)
();
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
_PropertyGetFunc<T, P> *get_func = (_PropertyGetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@ -319,16 +274,10 @@ struct _PropertyGetFunc {
}
};
template <class T, class P>
struct _PropertyDefaultSetFunc {
P(T::*f);
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value)
{
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
_PropertyDefaultSetFunc<T, P> *set_func = (_PropertyDefaultSetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@ -341,8 +290,7 @@ struct _PropertyDefaultSetFunc {
template <class T, class P>
struct _PropertyDefaultGetFunc {
P(T::*f);
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data)
{
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
_PropertyDefaultGetFunc<T, P> *get_func = (_PropertyDefaultGetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@ -357,10 +305,8 @@ struct _PropertyDefaultGetFunc {
}
};
template <class T, class P>
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 = "")
{
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 = "") {
Variant def_val = default_value;
usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE);
@ -402,12 +348,8 @@ void register_property(const char *name, P (T::*var), P default_value, godot_met
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
}
template <class T, class P>
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 = "")
{
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 = "") {
Variant def_val = default_value;
godot_property_attributes attr = {};
@ -434,18 +376,15 @@ void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(),
get_func.get_func = &_PropertyGetFunc<T, P>::_wrapped_getter;
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
}
template <class T, class P>
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 = "")
{
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 <class T>
void register_signal(String name, Dictionary args = Dictionary())
{
void register_signal(String name, Dictionary args = Dictionary()) {
godot_signal signal = {};
signal.name = *(godot_string *)&name;
signal.num_args = args.size();
@ -482,19 +421,13 @@ void register_signal(String name, Dictionary args = Dictionary())
}
template <class T, class... Args>
void register_signal(String name, Args... varargs)
{
void register_signal(String name, Args... varargs) {
register_signal<T>(name, Dictionary::make(varargs...));
}
#ifndef GODOT_CPP_NO_OBJECT_CAST
template <class T>
T *Object::cast_to(const Object *obj)
{
T *Object::cast_to(const Object *obj) {
size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner);
if (have_tag) {
@ -515,7 +448,6 @@ T *Object::cast_to(const Object *obj)
}
#endif
}
} // namespace godot
#endif // GODOT_H

View File

@ -1,9 +1,9 @@
#ifndef GODOT_GLOBAL_HPP
#define GODOT_GLOBAL_HPP
#include <gdnative_api_struct.gen.h>
#include "String.hpp"
#include "Array.hpp"
#include "String.hpp"
#include <gdnative_api_struct.gen.h>
namespace godot {
@ -31,13 +31,11 @@ public:
}
};
struct _RegisterState {
static void *nativescript_handle;
static int language_index;
};
}
} // namespace godot
#endif

View File

@ -7,10 +7,9 @@
namespace godot {
class NodePath
{
class NodePath {
godot_node_path _node_path;
public:
NodePath();
@ -41,8 +40,6 @@ public:
~NodePath();
};
}
} // namespace godot
#endif // NODEPATH_H

View File

@ -5,10 +5,8 @@
#include <cmath>
namespace godot {
enum ClockDirection {
CLOCKWISE,
@ -56,14 +54,15 @@ public:
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) { }
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

View File

@ -3,11 +3,11 @@
#include "Defs.hpp"
#include "String.hpp"
#include "Color.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include "GodotGlobal.hpp"
#include <gdnative/pool_arrays.h>
@ -17,12 +17,13 @@ class Array;
class PoolByteArray {
godot_pool_byte_array _godot_array;
public:
public:
class Read {
friend class PoolByteArray;
godot_pool_byte_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -52,6 +53,7 @@ public:
class Write {
friend class PoolByteArray;
godot_pool_byte_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -111,14 +113,14 @@ public:
~PoolByteArray();
};
class PoolIntArray {
godot_pool_int_array _godot_array;
public:
public:
class Read {
friend class PoolIntArray;
godot_pool_int_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -148,6 +150,7 @@ public:
class Write {
friend class PoolIntArray;
godot_pool_int_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -207,14 +210,14 @@ public:
~PoolIntArray();
};
class PoolRealArray {
godot_pool_real_array _godot_array;
public:
public:
class Read {
friend class PoolRealArray;
godot_pool_real_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -244,6 +247,7 @@ public:
class Write {
friend class PoolRealArray;
godot_pool_real_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -303,14 +307,14 @@ public:
~PoolRealArray();
};
class PoolStringArray {
godot_pool_string_array _godot_array;
public:
public:
class Read {
friend class PoolStringArray;
godot_pool_string_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -340,6 +344,7 @@ public:
class Write {
friend class PoolStringArray;
godot_pool_string_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -399,15 +404,14 @@ public:
~PoolStringArray();
};
class PoolVector2Array {
godot_pool_vector2_array _godot_array;
public:
public:
class Read {
friend class PoolVector2Array;
godot_pool_vector2_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -437,6 +441,7 @@ public:
class Write {
friend class PoolVector2Array;
godot_pool_vector2_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -496,14 +501,14 @@ public:
~PoolVector2Array();
};
class PoolVector3Array {
godot_pool_vector3_array _godot_array;
public:
public:
class Read {
friend class PoolVector3Array;
godot_pool_vector3_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -533,6 +538,7 @@ public:
class Write {
friend class PoolVector3Array;
godot_pool_vector3_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -592,14 +598,14 @@ public:
~PoolVector3Array();
};
class PoolColorArray {
godot_pool_color_array _godot_array;
public:
public:
class Read {
friend class PoolColorArray;
godot_pool_color_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
@ -629,6 +635,7 @@ public:
class Write {
friend class PoolColorArray;
godot_pool_color_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
@ -688,9 +695,6 @@ public:
~PoolColorArray();
};
}
} // namespace godot
#endif // POOLARRAYS_H

View File

@ -11,7 +11,6 @@ namespace godot {
class Quat {
public:
real_t x, y, z, w;
real_t length_squared() const;
@ -44,13 +43,10 @@ public:
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);
@ -61,27 +57,33 @@ public:
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;
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;
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; }
inline Quat() {
x = y = z = 0;
w = 1;
}
};
}
} // namespace godot
#endif // QUAT_H

View File

@ -9,8 +9,8 @@ class Object;
class RID {
godot_rid _godot_rid;
public:
public:
RID();
RID(Object *p);
@ -28,9 +28,8 @@ public:
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

View File

@ -52,13 +52,11 @@ struct Rect2 {
return (p_rect.pos.x >= pos.x) && (p_rect.pos.y >= pos.y) &&
((p_rect.pos.x + p_rect.size.x) < (pos.x + size.x)) &&
((p_rect.pos.y + p_rect.size.y) < (pos.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
Rect2 clip(const Rect2 &p_rect) const;
@ -119,15 +117,19 @@ struct Rect2 {
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) { pos=Point2(p_x,p_y); size=Size2( p_width, p_height ); }
inline Rect2( const Point2& p_pos, const Size2& p_size ) { pos=p_pos; size=p_size; }
inline Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) {
pos = Point2(p_x, p_y);
size = Size2(p_width, p_height);
}
inline Rect2(const Point2 &p_pos, const Size2 &p_size) {
pos = p_pos;
size = p_size;
}
};
}
} // namespace godot
#endif // RECT2_H

View File

@ -1,9 +1,9 @@
#ifndef REF_H
#define REF_H
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "Reference.hpp"
#include "Variant.hpp"
namespace godot {
@ -202,14 +202,13 @@ public:
// Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values,
// without adding to the refcount.
inline static Ref<T> __internal_constructor(Object *obj)
{
inline static Ref<T> __internal_constructor(Object *obj) {
Ref<T> r;
r.reference = (T *)obj;
return r;
}
};
}
} // namespace godot
#endif

View File

@ -132,12 +132,11 @@ public:
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 operator+(const char *a, const String &b);
String operator+(const wchar_t *a, const String &b);
}
} // namespace godot
#endif // STRING_H

View File

@ -12,8 +12,8 @@ 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

View File

@ -3,14 +3,13 @@
#include "Basis.hpp"
#include "Plane.hpp"
#include "AABB.hpp"
#include "Plane.hpp"
namespace godot {
class Transform {
public:
Basis basis;
Vector3 origin;
@ -73,9 +72,8 @@ public:
Transform(const Basis &p_basis, const Vector3 &p_origin = Vector3());
inline Transform() {}
};
}
} // namespace godot
#endif // TRANSFORM_H

View File

@ -3,7 +3,6 @@
#include "Vector2.hpp"
namespace godot {
typedef Vector2 Size2;
@ -30,8 +29,14 @@ struct Transform2D {
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; }
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;
@ -86,9 +91,12 @@ struct Transform2D {
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; }
inline Transform2D() {
elements[0][0] = 1.0;
elements[1][1] = 1.0;
}
};
}
} // namespace godot
#endif // TRANSFORM2D_H

View File

@ -12,8 +12,8 @@
#include "Plane.hpp"
#include "PoolArrays.hpp"
#include "Quat.hpp"
#include "Rect2.hpp"
#include "RID.hpp"
#include "Rect2.hpp"
#include "String.hpp"
#include "Transform.hpp"
#include "Transform2D.hpp"
@ -30,6 +30,7 @@ class Array;
class Variant {
godot_variant _godot_variant;
public:
enum Type {
@ -126,11 +127,14 @@ public:
Variant(signed short p_short);
inline Variant(unsigned short p_short) : Variant((unsigned int) 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(signed char p_char) :
Variant((signed int)p_char) {}
inline Variant(unsigned char p_char) : Variant((unsigned int) p_char) {}
inline Variant(unsigned char p_char) :
Variant((unsigned int)p_char) {}
Variant(int64_t p_char);
Variant(uint64_t p_char);
@ -153,7 +157,6 @@ public:
Variant(const Plane &p_plane);
Variant(const AABB &p_aabb);
Variant(const Quat &p_quat);
@ -190,10 +193,8 @@ public:
Variant(const PoolColorArray &p_color_array);
Variant &operator=(const Variant &v);
operator bool() const;
operator signed int() const;
operator unsigned int() const;
@ -204,7 +205,6 @@ public:
operator int64_t() const;
operator uint64_t() const;
operator wchar_t() const;
operator float() const;
@ -240,7 +240,6 @@ public:
Type get_type() const;
Variant call(const String &method, const Variant **args, const int arg_count);
bool has_method(const String &method);
@ -262,10 +261,8 @@ public:
bool booleanize() const;
~Variant();
};
}
} // namespace godot
#endif // VARIANT_H

View File

@ -20,7 +20,6 @@ struct Vector2 {
real_t height;
};
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
@ -59,7 +58,6 @@ struct Vector2 {
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); }
void normalize();
Vector2 normalized() const;
@ -89,7 +87,6 @@ struct Vector2 {
Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
Vector2 slide(const Vector2 &p_vec) const;
Vector2 reflect(const Vector2 &p_vec) const;
@ -108,21 +105,22 @@ struct Vector2 {
Vector2 snapped(const Vector2 &p_by) const;
inline real_t aspect() const { return width / height; }
operator String() const;
inline Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; }
inline Vector2() { x=0; y=0; }
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
};
inline Vector2 operator*(real_t p_scalar, const Vector2& p_vec)
{
inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
}
} // namespace godot
#endif // VECTOR2_H

View File

@ -51,7 +51,6 @@ struct Vector3 {
Vector3 operator/(const Vector3 &p_v) const;
Vector3 &operator*=(real_t p_scalar);
Vector3 operator*(real_t p_scalar) const;
@ -102,8 +101,6 @@ struct Vector3 {
Basis outer(const Vector3 &b) const;
int max_axis() const;
int min_axis() const;
@ -127,8 +124,7 @@ struct Vector3 {
operator String() const;
};
inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
{
inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
@ -137,6 +133,6 @@ inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
return p_a.cross(p_b);
}
}
} // namespace godot
#endif // VECTOR3_H

View File

@ -11,6 +11,6 @@ public:
size_t _type_tag;
};
}
} // namespace godot
#endif // WRAPPED_HPP

18
misc/hooks/README.md Normal file
View File

@ -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.

View File

@ -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"
}

50
misc/hooks/pre-commit Normal file
View File

@ -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

View File

@ -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

View File

@ -1,6 +1,6 @@
#include "AABB.hpp"
#include "Vector3.hpp"
#include "Plane.hpp"
#include "Vector3.hpp"
#include <algorithm>
@ -56,7 +56,6 @@ bool AABB::encloses(const AABB & p_aabb) const {
(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 {
@ -67,11 +66,10 @@ Vector3 AABB::get_support(const Vector3& p_normal) const {
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;
(p_normal.z > 0) ? -half_extents.z : half_extents.z) +
ofs;
}
Vector3 AABB::get_endpoint(int p_point) const {
switch (p_point) {
@ -98,8 +96,7 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
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
);
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point))
return false;
@ -126,7 +123,6 @@ bool AABB::has_point(const Vector3& p_point) const {
return true;
}
void AABB::expand_to(const Vector3 &p_vector) {
Vector3 begin = position;
@ -202,16 +198,14 @@ bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0
if (dir.x >= 0) {
tmin = (position.x - from.x) * divx;
tmax = (upbound.x - from.x) * divx;
}
else {
} 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 {
} else {
tymin = (upbound.y - from.y) * divy;
tymax = (position.y - from.y) * divy;
}
@ -224,8 +218,7 @@ bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0
if (dir.z >= 0) {
tzmin = (position.z - from.z) * divz;
tzmax = (upbound.z - from.z) * divz;
}
else {
} else {
tzmin = (upbound.z - from.z) * divz;
tzmax = (position.z - from.z) * divz;
}
@ -248,22 +241,18 @@ void AABB::grow_by(real_t 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) {
@ -304,7 +293,6 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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)
@ -313,7 +301,6 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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)
@ -322,10 +309,8 @@ AABB AABB::intersection(const AABB& p_aabb) const {
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);
}
@ -370,10 +355,8 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
}
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;
@ -418,7 +401,6 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
return false;
}
Vector3 rel = p_to - p_from;
if (r_normal) {
@ -431,10 +413,8 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
*r_clip = p_from + rel * min;
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
@ -457,14 +437,11 @@ bool AABB::intersects_plane(const Plane &p_plane) const {
over = true;
else
under = true;
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1, 0, 0);
@ -500,7 +477,6 @@ int AABB::get_longest_axis_index() const {
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0);
@ -546,7 +522,6 @@ 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 {
@ -626,9 +601,7 @@ void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
}
}
AABB::operator String() const {
@ -636,4 +609,4 @@ AABB::operator String() const {
return String() + position + " - " + size;
}
}
} // namespace godot

View File

@ -1,6 +1,6 @@
#include "Array.hpp"
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
#include <cstdlib>
@ -8,194 +8,158 @@ namespace godot {
class Object;
Array::Array()
{
Array::Array() {
godot::api->godot_array_new(&_godot_array);
}
Array::Array(const Array & other)
{
Array::Array(const Array &other) {
godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
}
Array & Array::operator=(const Array & other)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
Variant &Array::operator[](const int idx) {
godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
return *(Variant *)v;
}
Variant Array::operator [](const int idx) 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 *(Variant *)v;
}
void Array::append(const Variant& v)
{
void Array::append(const Variant &v) {
godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
}
void Array::clear()
{
void Array::clear() {
godot::api->godot_array_clear(&_godot_array);
}
int Array::count(const Variant& v)
{
int Array::count(const Variant &v) {
return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
}
bool Array::empty() const
{
bool Array::empty() const {
return godot::api->godot_array_empty(&_godot_array);
}
void Array::erase(const Variant& v)
{
void Array::erase(const Variant &v) {
godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
}
Variant Array::front() const
{
Variant Array::front() const {
godot_variant v = godot::api->godot_array_front(&_godot_array);
return *(Variant *)&v;
}
Variant Array::back() const
{
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)
{
int Array::find(const Variant &what, const int from) {
return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
}
int Array::find_last(const Variant& what)
{
int Array::find_last(const Variant &what) {
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
}
bool Array::has(const Variant& what) const
{
bool Array::has(const Variant &what) const {
return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
}
uint32_t Array::hash() const
{
uint32_t Array::hash() const {
return godot::api->godot_array_hash(&_godot_array);
}
void Array::insert(const int pos, const Variant& value)
{
void Array::insert(const int pos, const Variant &value) {
godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
}
void Array::invert()
{
void Array::invert() {
godot::api->godot_array_invert(&_godot_array);
}
Variant Array::pop_back()
{
Variant Array::pop_back() {
godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
return *(Variant *)&v;
}
Variant Array::pop_front()
{
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)
{
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)
{
void Array::push_front(const Variant &v) {
godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
}
void Array::remove(const int idx)
{
void Array::remove(const int idx) {
godot::api->godot_array_remove(&_godot_array, idx);
}
int Array::size() const
{
int Array::size() const {
return godot::api->godot_array_size(&_godot_array);
}
void Array::resize(const int size)
{
void Array::resize(const int size) {
godot::api->godot_array_resize(&_godot_array, size);
}
int Array::rfind(const Variant& what, const int from)
{
int Array::rfind(const Variant &what, const int from) {
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
}
void Array::sort()
{
void Array::sort() {
godot::api->godot_array_sort(&_godot_array);
}
void Array::sort_custom(Object *obj, const String& func)
{
void Array::sort_custom(Object *obj, const String &func) {
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
}
Array::~Array()
{
Array::~Array() {
godot::api->godot_array_destroy(&_godot_array);
}
}
} // namespace godot

View File

@ -1,15 +1,13 @@
#include "Basis.hpp"
#include "Defs.hpp"
#include "Vector3.hpp"
#include "Quat.hpp"
#include "Vector3.hpp"
#include <algorithm>
namespace godot {
Basis::Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2)
{
Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;
elements[1] = row1;
elements[2] = row2;
@ -33,10 +31,6 @@ Basis::Basis() {
elements[2][2] = 1;
}
const Vector3 &Basis::operator[](int axis) const {
return elements[axis];
@ -49,8 +43,7 @@ Vector3&Basis:: operator[](int axis) {
#define cofac(row1, col1, row2, col2) \
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
void Basis::invert()
{
void Basis::invert() {
real_t co[3] = {
cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)
};
@ -58,7 +51,6 @@ void Basis::invert()
elements[0][1] * co[1] +
elements[0][2] * co[2];
ERR_FAIL_COND(det == 0);
real_t s = 1.0 / det;
@ -81,43 +73,36 @@ bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
return true;
}
bool Basis::is_orthogonal() const
{
bool Basis::is_orthogonal() const {
Basis id;
Basis m = (*this) * transposed();
return isequal_approx(id, m);
}
bool Basis::is_rotation() const
{
bool Basis::is_rotation() const {
return ::fabs(determinant() - 1) < CMP_EPSILON && is_orthogonal();
}
void Basis::transpose()
{
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 Basis::inverse() const {
Basis b = *this;
b.invert();
return b;
}
Basis Basis::transposed() const
{
Basis Basis::transposed() const {
Basis b = *this;
b.transpose();
return b;
}
real_t Basis::determinant() const
{
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]);
@ -134,18 +119,15 @@ void Basis::set_axis(int p_axis, const Vector3& p_value) {
elements[2][p_axis] = p_value.z;
}
void Basis::rotate(const Vector3& p_axis, real_t p_phi)
{
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
{
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 )
{
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;
@ -157,15 +139,13 @@ void Basis::scale( const Vector3& p_scale )
elements[2][2] *= p_scale.z;
}
Basis Basis::scaled( const Vector3& p_scale ) const
{
Basis Basis::scaled(const Vector3 &p_scale) const {
Basis b = *this;
b.scale(p_scale);
return b;
}
Vector3 Basis::get_scale() const
{
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
@ -175,8 +155,7 @@ Vector3 Basis::get_scale() const
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()
);
Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
}
// get_euler_xyz returns a vector containing the Euler angles in the format
@ -322,8 +301,6 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
*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];
@ -335,8 +312,7 @@ 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
{
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])
@ -347,8 +323,7 @@ bool Basis::operator==(const Basis& p_matrix) const
return true;
}
bool Basis::operator!=(const Basis& p_matrix) const
{
bool Basis::operator!=(const Basis &p_matrix) const {
return (!(*this == p_matrix));
}
@ -357,8 +332,7 @@ 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)
);
elements[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
@ -366,28 +340,22 @@ 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 )
);
(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)
{
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
{
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];
@ -430,9 +398,7 @@ Basis Basis::operator*(real_t p_val) const {
return ret;
}
Basis::operator String() const
{
Basis::operator String() const {
String s;
for (int i = 0; i < 3; i++) {
@ -449,7 +415,6 @@ Basis::operator String() const
/* 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;
@ -481,8 +446,7 @@ void Basis::set_row(int i, const Vector3& p_row) {
elements[i][2] = p_row.z;
}
Basis Basis::transpose_xform(const Basis& m) const
{
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,
@ -495,8 +459,7 @@ Basis Basis::transpose_xform(const Basis& m) const
elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
}
void Basis::orthonormalize()
{
void Basis::orthonormalize() {
ERR_FAIL_COND(determinant() == 0);
// Gram-Schmidt Process
@ -516,15 +479,13 @@ void Basis::orthonormalize()
set_axis(2, z);
}
Basis Basis::orthonormalized() const
{
Basis Basis::orthonormalized() const {
Basis b = *this;
b.orthonormalize();
return b;
}
bool Basis::is_symmetric() const
{
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)
@ -535,8 +496,7 @@ bool Basis::is_symmetric() const
return true;
}
Basis Basis::diagonalize()
{
Basis Basis::diagonalize() {
// I love copy paste
if (!is_symmetric())
@ -596,7 +556,6 @@ Basis Basis::diagonalize()
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),
@ -624,9 +583,7 @@ static const Basis _ortho_bases[24]={
Basis(0, -1, 0, 0, 0, -1, 1, 0, 0)
};
int Basis::get_orthogonal_index() const
{
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++) {
@ -648,32 +605,25 @@ int Basis::get_orthogonal_index() const
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"
@ -690,7 +640,6 @@ Basis::Basis(const Quat& p_quat) {
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) {
@ -712,7 +661,6 @@ Basis::Basis(const Vector3& p_axis, real_t p_phi) {
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 {
@ -722,8 +670,7 @@ Basis::operator Quat() const {
real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
real_t temp[4];
if (trace > 0.0)
{
if (trace > 0.0) {
real_t s = ::sqrt(trace + 1.0);
temp[3] = (s * 0.5);
s = 0.5 / s;
@ -731,9 +678,7 @@ Basis::operator Quat() const {
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
{
} 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);
@ -750,10 +695,6 @@ Basis::operator Quat() const {
}
return Quat(temp[0], temp[1], temp[2], temp[3]);
}
}
} // namespace godot

View File

@ -37,15 +37,12 @@ static float _parse_col(const String& p_str, int p_ofs) {
ig += v * 16;
else
ig += v;
}
return ig;
}
uint32_t Color::to_32() const
{
uint32_t Color::to_32() const {
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
@ -58,8 +55,7 @@ uint32_t Color::to_32() const
return c;
}
uint32_t Color::to_ARGB32() const
{
uint32_t Color::to_ARGB32() const {
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
c |= (uint8_t)(r * 255);
@ -71,13 +67,11 @@ uint32_t Color::to_ARGB32() const
return c;
}
float Color::gray() const
{
float Color::gray() const {
return (r + g + b) / 3.0;
}
float Color::get_h() const
{
float Color::get_h() const {
float min = MIN(r, g);
min = MIN(min, b);
@ -104,26 +98,22 @@ float Color::get_h() const
return h;
}
float Color::get_s() const
{
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 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)
{
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;
@ -177,27 +167,23 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha)
}
}
void Color::invert()
{
void Color::invert() {
r = 1.0 - r;
g = 1.0 - g;
b = 1.0 - b;
}
void Color::contrast()
{
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 Color::inverted() const {
Color c = *this;
c.invert();
return c;
}
Color Color::contrasted() const
{
Color Color::contrasted() const {
Color c = *this;
c.contrast();
return c;
@ -217,7 +203,6 @@ Color Color::linear_interpolate(const Color& p_b, float p_t) const {
Color Color::blend(const Color &p_over) const {
Color res;
float sa = 1.0 - p_over.a;
res.a = a * sa + p_over.a;
@ -237,12 +222,10 @@ Color Color::to_linear() const {
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
);
a);
}
Color Color::hex(uint32_t p_hex)
{
Color Color::hex(uint32_t p_hex) {
float a = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float b = (p_hex & 0xFF) / 255.0;
@ -254,8 +237,7 @@ Color Color::hex(uint32_t p_hex)
return Color(r, g, b, a);
}
Color Color::html(const String& p_color)
{
Color Color::html(const String &p_color) {
String color = p_color;
if (color.length() == 0)
return Color();
@ -303,8 +285,7 @@ Color Color::html(const String& p_color)
return Color(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
}
bool Color::html_is_valid(const String& p_color)
{
bool Color::html_is_valid(const String &p_color) {
String color = p_color;
if (color.length() == 0)
@ -372,11 +353,9 @@ static String _to_hex(float p_val) {
}
return ret;
}
String Color::to_html(bool p_alpha) const
{
String Color::to_html(bool p_alpha) const {
String txt;
txt += _to_hex(r);
txt += _to_hex(g);
@ -386,12 +365,10 @@ String Color::to_html(bool p_alpha) const
return txt;
}
Color::operator String() const
{
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) {
@ -404,7 +381,6 @@ bool Color::operator<(const Color& p_color) const {
return g < p_color.g;
} else
return r < p_color.r;
}
}
} // namespace godot

View File

@ -1,95 +1,78 @@
#include "Dictionary.hpp"
#include "Variant.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
namespace godot {
Dictionary::Dictionary()
{
Dictionary::Dictionary() {
godot::api->godot_dictionary_new(&_godot_dictionary);
}
Dictionary::Dictionary(const Dictionary & other)
{
Dictionary::Dictionary(const Dictionary &other) {
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
}
Dictionary & Dictionary::operator=(const Dictionary & other)
{
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()
{
void Dictionary::clear() {
godot::api->godot_dictionary_clear(&_godot_dictionary);
}
bool Dictionary::empty() const
{
bool Dictionary::empty() const {
return godot::api->godot_dictionary_empty(&_godot_dictionary);
}
void Dictionary::erase(const Variant& key)
{
void Dictionary::erase(const Variant &key) {
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has(const Variant& key) const
{
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
{
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
{
uint32_t Dictionary::hash() const {
return godot::api->godot_dictionary_hash(&_godot_dictionary);
}
Array Dictionary::keys() const
{
Array Dictionary::keys() const {
godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
return *(Array *)&a;
}
Variant &Dictionary::operator [](const Variant& key)
{
Variant &Dictionary::operator[](const Variant &key) {
return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
}
const Variant &Dictionary::operator [](const Variant& key) const
{
const Variant &Dictionary::operator[](const Variant &key) const {
// oops I did it again
return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
}
int Dictionary::size() const
{
int Dictionary::size() const {
return godot::api->godot_dictionary_size(&_godot_dictionary);
}
String Dictionary::to_json() const
{
String Dictionary::to_json() const {
godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
return *(String *)&s;
}
Array Dictionary::values() const
{
Array Dictionary::values() const {
godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
return *(Array *)&a;
}
Dictionary::~Dictionary()
{
Dictionary::~Dictionary() {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
}
}
} // namespace godot

View File

@ -4,8 +4,7 @@
#include "Wrapped.hpp"
static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance)
{
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)
@ -16,8 +15,7 @@ static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godo
return (void *)wrapper_memory;
}
static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper)
{
static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper) {
if (wrapper)
godot::api->godot_free(wrapper);
}
@ -32,13 +30,11 @@ const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api = nul
const void *gdnlib = NULL;
void Godot::print(const String& message)
{
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)
{
void Godot::print_warning(const String &description, const String &function, const String &file, int line) {
int len;
char *c_desc = description.alloc_c_string();
@ -54,8 +50,7 @@ void Godot::print_warning(const String& description, const String& function, con
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)
{
void Godot::print_error(const String &description, const String &function, const String &file, int line) {
int len;
char *c_desc = description.alloc_c_string();
@ -73,8 +68,7 @@ void Godot::print_error(const String& description, const String& function, const
void ___register_types();
void Godot::gdnative_init(godot_gdnative_init_options *options)
{
void Godot::gdnative_init(godot_gdnative_init_options *options) {
godot::api = options->api_struct;
godot::gdnlib = options->gd_native_library;
@ -97,16 +91,13 @@ void Godot::gdnative_init(godot_gdnative_init_options *options)
default: break;
}
}
}
void Godot::gdnative_terminate(godot_gdnative_terminate_options *options)
{
void Godot::gdnative_terminate(godot_gdnative_terminate_options *options) {
// reserved for future use.
}
void Godot::nativescript_init(void *handle)
{
void Godot::nativescript_init(void *handle) {
godot::_RegisterState::nativescript_handle = handle;
godot_instance_binding_functions binding_funcs = {};
@ -118,9 +109,8 @@ void Godot::nativescript_init(void *handle)
___register_types();
}
void Godot::nativescript_terminate(void *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

View File

@ -1,82 +1,68 @@
#include "NodePath.hpp"
#include "String.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include <gdnative/node_path.h>
namespace godot {
NodePath::NodePath()
{
NodePath::NodePath() {
String from = "";
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const NodePath &other)
{
NodePath::NodePath(const NodePath &other) {
String from = other;
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const String &from)
{
NodePath::NodePath(const String &from) {
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const char *contents)
{
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
{
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
{
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
{
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
{
int NodePath::get_subname_count() const {
return godot::api->godot_node_path_get_subname_count(&_node_path);
}
bool NodePath::is_absolute() const
{
bool NodePath::is_absolute() const {
return godot::api->godot_node_path_is_absolute(&_node_path);
}
bool NodePath::is_empty() const
{
bool NodePath::is_empty() const {
return godot::api->godot_node_path_is_empty(&_node_path);
}
NodePath::operator String() const
{
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)
{
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)
{
void NodePath::operator=(const NodePath &other) {
godot::api->godot_node_path_destroy(&_node_path);
String other_string = (String)other;
@ -84,11 +70,8 @@ void NodePath::operator =(const NodePath& other)
godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string);
}
NodePath::~NodePath()
{
NodePath::~NodePath() {
godot::api->godot_node_path_destroy(&_node_path);
}
}
} // namespace godot

View File

@ -5,9 +5,7 @@
namespace godot {
void Plane::set_normal(const Vector3& p_normal)
{
void Plane::set_normal(const Vector3 &p_normal) {
this->normal = p_normal;
}
@ -16,7 +14,6 @@ Vector3 Plane::project(const Vector3& p_point) const {
return p_point - normal * distance_to(p_point);
}
void Plane::normalize() {
real_t l = normal.length();
@ -57,7 +54,6 @@ Vector3 Plane::get_any_perpendicular_normal() const {
return p;
}
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
@ -75,13 +71,13 @@ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r
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;
(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;
@ -139,15 +135,12 @@ 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);
@ -163,7 +156,6 @@ 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) {
@ -185,11 +177,8 @@ Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_
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 {
@ -200,10 +189,6 @@ bool Plane::operator==(const Plane& p_plane) const {
bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}
}
} // namespace godot

View File

@ -1,374 +1,300 @@
#include "PoolArrays.hpp"
#include "Defs.hpp"
#include "String.hpp"
#include "Color.hpp"
#include "Defs.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include "GodotGlobal.hpp"
#include <gdnative/pool_arrays.h>
namespace godot {
PoolByteArray::PoolByteArray()
{
PoolByteArray::PoolByteArray() {
godot::api->godot_pool_byte_array_new(&_godot_array);
}
PoolByteArray::PoolByteArray(const PoolByteArray &p_other)
{
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)
{
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)
{
PoolByteArray::PoolByteArray(const Array &array) {
godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolByteArray::Read PoolByteArray::read() const
{
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()
{
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)
{
void PoolByteArray::append(const uint8_t data) {
godot::api->godot_pool_byte_array_append(&_godot_array, data);
}
void PoolByteArray::append_array(const PoolByteArray& array)
{
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)
{
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()
{
void PoolByteArray::invert() {
godot::api->godot_pool_byte_array_invert(&_godot_array);
}
void PoolByteArray::push_back(const uint8_t data)
{
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)
{
void PoolByteArray::remove(const int idx) {
godot::api->godot_pool_byte_array_remove(&_godot_array, idx);
}
void PoolByteArray::resize(const int size)
{
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)
{
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)
{
uint8_t PoolByteArray::operator[](const int idx) {
return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
}
int PoolByteArray::size() const
{
int PoolByteArray::size() const {
return godot::api->godot_pool_byte_array_size(&_godot_array);
}
PoolByteArray::~PoolByteArray()
{
PoolByteArray::~PoolByteArray() {
godot::api->godot_pool_byte_array_destroy(&_godot_array);
}
PoolIntArray::PoolIntArray()
{
PoolIntArray::PoolIntArray() {
godot::api->godot_pool_int_array_new(&_godot_array);
}
PoolIntArray::PoolIntArray(const PoolIntArray &p_other)
{
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)
{
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)
{
PoolIntArray::PoolIntArray(const Array &array) {
godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolIntArray::Read PoolIntArray::read() const
{
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()
{
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)
{
void PoolIntArray::append(const int data) {
godot::api->godot_pool_int_array_append(&_godot_array, data);
}
void PoolIntArray::append_array(const PoolIntArray& array)
{
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)
{
int PoolIntArray::insert(const int idx, const int data) {
return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data);
}
void PoolIntArray::invert()
{
void PoolIntArray::invert() {
godot::api->godot_pool_int_array_invert(&_godot_array);
}
void PoolIntArray::push_back(const int data)
{
void PoolIntArray::push_back(const int data) {
godot::api->godot_pool_int_array_push_back(&_godot_array, data);
}
void PoolIntArray::remove(const int idx)
{
void PoolIntArray::remove(const int idx) {
godot::api->godot_pool_int_array_remove(&_godot_array, idx);
}
void PoolIntArray::resize(const int size)
{
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)
{
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)
{
int PoolIntArray::operator[](const int idx) {
return godot::api->godot_pool_int_array_get(&_godot_array, idx);
}
int PoolIntArray::size() const
{
int PoolIntArray::size() const {
return godot::api->godot_pool_int_array_size(&_godot_array);
}
PoolIntArray::~PoolIntArray()
{
PoolIntArray::~PoolIntArray() {
godot::api->godot_pool_int_array_destroy(&_godot_array);
}
PoolRealArray::PoolRealArray()
{
PoolRealArray::PoolRealArray() {
godot::api->godot_pool_real_array_new(&_godot_array);
}
PoolRealArray::PoolRealArray(const PoolRealArray &p_other)
{
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)
{
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
{
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()
{
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)
{
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)
{
void PoolRealArray::append(const real_t data) {
godot::api->godot_pool_real_array_append(&_godot_array, data);
}
void PoolRealArray::append_array(const PoolRealArray& array)
{
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)
{
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()
{
void PoolRealArray::invert() {
godot::api->godot_pool_real_array_invert(&_godot_array);
}
void PoolRealArray::push_back(const real_t data)
{
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)
{
void PoolRealArray::remove(const int idx) {
godot::api->godot_pool_real_array_remove(&_godot_array, idx);
}
void PoolRealArray::resize(const int size)
{
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)
{
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)
{
real_t PoolRealArray::operator[](const int idx) {
return godot::api->godot_pool_real_array_get(&_godot_array, idx);
}
int PoolRealArray::size() const
{
int PoolRealArray::size() const {
return godot::api->godot_pool_real_array_size(&_godot_array);
}
PoolRealArray::~PoolRealArray()
{
PoolRealArray::~PoolRealArray() {
godot::api->godot_pool_real_array_destroy(&_godot_array);
}
PoolStringArray::PoolStringArray()
{
PoolStringArray::PoolStringArray() {
godot::api->godot_pool_string_array_new(&_godot_array);
}
PoolStringArray::PoolStringArray(const PoolStringArray &p_other)
{
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)
{
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)
{
PoolStringArray::PoolStringArray(const Array &array) {
godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolStringArray::Read PoolStringArray::read() const
{
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()
{
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)
{
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)
{
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)
{
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()
{
void PoolStringArray::invert() {
godot::api->godot_pool_string_array_invert(&_godot_array);
}
void PoolStringArray::push_back(const String& data)
{
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)
{
void PoolStringArray::remove(const int idx) {
godot::api->godot_pool_string_array_remove(&_godot_array, idx);
}
void PoolStringArray::resize(const int size)
{
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)
{
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)
{
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);
@ -376,304 +302,240 @@ const String PoolStringArray::operator [](const int idx)
return s;
}
int PoolStringArray::size() const
{
int PoolStringArray::size() const {
return godot::api->godot_pool_string_array_size(&_godot_array);
}
PoolStringArray::~PoolStringArray()
{
PoolStringArray::~PoolStringArray() {
godot::api->godot_pool_string_array_destroy(&_godot_array);
}
PoolVector2Array::PoolVector2Array()
{
PoolVector2Array::PoolVector2Array() {
godot::api->godot_pool_vector2_array_new(&_godot_array);
}
PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other)
{
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)
{
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)
{
PoolVector2Array::PoolVector2Array(const Array &array) {
godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolVector2Array::Read PoolVector2Array::read() const
{
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()
{
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)
{
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)
{
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)
{
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()
{
void PoolVector2Array::invert() {
godot::api->godot_pool_vector2_array_invert(&_godot_array);
}
void PoolVector2Array::push_back(const Vector2& data)
{
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)
{
void PoolVector2Array::remove(const int idx) {
godot::api->godot_pool_vector2_array_remove(&_godot_array, idx);
}
void PoolVector2Array::resize(const int size)
{
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)
{
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)
{
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
{
int PoolVector2Array::size() const {
return godot::api->godot_pool_vector2_array_size(&_godot_array);
}
PoolVector2Array::~PoolVector2Array()
{
PoolVector2Array::~PoolVector2Array() {
godot::api->godot_pool_vector2_array_destroy(&_godot_array);
}
PoolVector3Array::PoolVector3Array()
{
PoolVector3Array::PoolVector3Array() {
godot::api->godot_pool_vector3_array_new(&_godot_array);
}
PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other)
{
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)
{
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)
{
PoolVector3Array::PoolVector3Array(const Array &array) {
godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolVector3Array::Read PoolVector3Array::read() const
{
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()
{
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)
{
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)
{
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)
{
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()
{
void PoolVector3Array::invert() {
godot::api->godot_pool_vector3_array_invert(&_godot_array);
}
void PoolVector3Array::push_back(const Vector3& data)
{
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)
{
void PoolVector3Array::remove(const int idx) {
godot::api->godot_pool_vector3_array_remove(&_godot_array, idx);
}
void PoolVector3Array::resize(const int size)
{
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)
{
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)
{
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
{
int PoolVector3Array::size() const {
return godot::api->godot_pool_vector3_array_size(&_godot_array);
}
PoolVector3Array::~PoolVector3Array()
{
PoolVector3Array::~PoolVector3Array() {
godot::api->godot_pool_vector3_array_destroy(&_godot_array);
}
PoolColorArray::PoolColorArray()
{
PoolColorArray::PoolColorArray() {
godot::api->godot_pool_color_array_new(&_godot_array);
}
PoolColorArray::PoolColorArray(const PoolColorArray &p_other)
{
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)
{
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)
{
PoolColorArray::PoolColorArray(const Array &array) {
godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolColorArray::Read PoolColorArray::read() const
{
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()
{
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)
{
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)
{
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)
{
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()
{
void PoolColorArray::invert() {
godot::api->godot_pool_color_array_invert(&_godot_array);
}
void PoolColorArray::push_back(const Color& data)
{
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)
{
void PoolColorArray::remove(const int idx) {
godot::api->godot_pool_color_array_remove(&_godot_array, idx);
}
void PoolColorArray::resize(const int size)
{
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)
{
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)
{
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
{
int PoolColorArray::size() const {
return godot::api->godot_pool_color_array_size(&_godot_array);
}
PoolColorArray::~PoolColorArray()
{
PoolColorArray::~PoolColorArray() {
godot::api->godot_pool_color_array_destroy(&_godot_array);
}
}
} // namespace godot

View File

@ -1,7 +1,7 @@
#include "Quat.hpp"
#include "Basis.hpp"
#include "Defs.hpp"
#include "Vector3.hpp"
#include "Basis.hpp"
#include <cmath>
@ -77,23 +77,19 @@ Vector3 Quat::get_euler_yxz() const {
return m.get_euler_yxz();
}
real_t Quat::length() const
{
real_t Quat::length() const {
return ::sqrt(length_squared());
}
void Quat::normalize()
{
void Quat::normalize() {
*this /= length();
}
Quat Quat::normalized() const
{
Quat Quat::normalized() const {
return *this / length();
}
Quat Quat::inverse() const
{
Quat Quat::inverse() const {
return Quat(-x, -y, -z, w);
}
@ -102,7 +98,6 @@ 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);
@ -120,7 +115,6 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
to1.w = q.w;
}
// calculate coefficients
if ((1.0 - cosom) > CMP_EPSILON) {
@ -140,8 +134,7 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
scale0 * x + scale1 * to1.x,
scale0 * y + scale1 * to1.y,
scale0 * z + scale1 * to1.z,
scale0 * w + scale1 * to1.w
);
scale0 * w + scale1 * to1.w);
}
Quat Quat::slerpni(const Quat &q, const real_t &t) const {
@ -163,8 +156,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
invFactor * from.w + newFactor * q.w);
}
Quat Quat::cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const
{
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);
@ -179,10 +171,7 @@ void Quat::get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
r_axis.z = z / ::sqrt(1 - w * w);
}
Quat Quat::operator*(const Vector3& v) const
{
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,
@ -196,15 +185,11 @@ Vector3 Quat::xform(const Vector3& v) const {
return Vector3(q.x, q.y, q.z);
}
Quat::operator String() const
{
Quat::operator String() const {
return String(); // @Todo
}
Quat::Quat(const Vector3& axis, const real_t& angle)
{
Quat::Quat(const Vector3 &axis, const real_t &angle) {
real_t d = axis.length();
if (d == 0)
set(0, 0, 0, 0);
@ -239,7 +224,6 @@ Quat::Quat(const Vector3& v0, const Vector3& v1) // shortest arc
}
}
real_t Quat::dot(const Quat &q) const {
return x * q.x + y * q.y + z * q.z + w * q.w;
}
@ -249,23 +233,33 @@ real_t Quat::length_squared() const {
}
void Quat::operator+=(const Quat &q) {
x += q.x; y += q.y; z += q.z; w += q.w;
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;
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;
x *= q.x;
y *= q.y;
z *= q.z;
w *= q.w;
}
void Quat::operator*=(const real_t &s) {
x *= s; y *= s; z *= s; w *= s;
x *= s;
y *= s;
z *= s;
w *= s;
}
void Quat::operator/=(const real_t &s) {
*this *= 1.0 / s;
@ -287,7 +281,6 @@ Quat Quat::operator*(const Quat& q2) const {
return q1;
}
Quat Quat::operator-() const {
const Quat &q2 = *this;
return Quat(-q2.x, -q2.y, -q2.z, -q2.w);
@ -301,7 +294,6 @@ 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;
}
@ -310,4 +302,4 @@ 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

View File

@ -6,50 +6,40 @@
namespace godot {
RID::RID()
{
RID::RID() {
godot::api->godot_rid_new(&_godot_rid);
}
RID::RID(Object *p)
{
RID::RID(Object *p) {
godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *)p);
}
int32_t RID::get_rid() const
{
int32_t RID::get_rid() const {
return godot::api->godot_rid_get_id(&_godot_rid);
}
bool RID::operator==(const RID & p_other) const
{
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
{
bool RID::operator!=(const RID &p_other) const {
return !(*this == p_other);
}
bool RID::operator<(const RID & p_other) const
{
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
{
bool RID::operator>(const RID &p_other) const {
return !(*this < p_other) && *this != p_other;
}
bool RID::operator<=(const RID & p_other) const
{
bool RID::operator<=(const RID &p_other) const {
return (*this < p_other) || *this == p_other;
}
bool RID::operator>=(const RID & p_other) const
{
bool RID::operator>=(const RID &p_other) const {
return !(*this < p_other);
}
}
} // namespace godot

View File

@ -1,7 +1,7 @@
#include "Rect2.hpp"
#include "Vector2.hpp"
#include "String.hpp"
#include "Transform2D.hpp"
#include "Vector2.hpp"
#include <cmath>
@ -15,7 +15,6 @@ namespace godot {
#define MIN(a, b) (a < b ? a : b)
#endif
real_t Rect2::distance_to(const Vector2 &p_point) const {
real_t dist = 1e20;
@ -65,7 +64,6 @@ Rect2 Rect2::merge(const Rect2& p_rect) const { ///< return a merged rect
new_rect.pos.x = MIN(p_rect.pos.x, pos.x);
new_rect.pos.y = MIN(p_rect.pos.y, pos.y);
new_rect.size.x = MAX(p_rect.pos.x + p_rect.size.x, pos.x + size.x);
new_rect.size.y = MAX(p_rect.pos.y + p_rect.size.y, pos.y + size.y);
@ -74,14 +72,10 @@ Rect2 Rect2::merge(const Rect2& p_rect) const { ///< return a merged rect
return new_rect;
}
Rect2::operator String() const
{
Rect2::operator String() const {
return String(pos) + ", " + String(size);
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
@ -126,7 +120,6 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
return false;
}
Vector2 rel = p_to - p_from;
if (r_normal) {
@ -141,7 +134,6 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
@ -250,7 +242,6 @@ bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_re
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
@ -286,15 +277,12 @@ bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_re
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
return false;
return true;
}
}
} // namespace godot

View File

@ -1,10 +1,10 @@
#include "String.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "NodePath.hpp"
#include "PoolArrays.hpp"
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include <gdnative/string.h>
@ -549,11 +549,10 @@ signed char String::casecmp_to(String p_str) const {
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);
}
}
} // namespace godot

View File

@ -10,29 +10,25 @@ namespace _TagDB {
std::unordered_map<size_t, size_t> parent_to;
void register_type(size_t type_tag, size_t base_type_tag)
{
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)
{
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)
{
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)
{
bool is_type_compatible(size_t ask_tag, size_t have_tag) {
if (have_tag == 0)
return false;
@ -49,7 +45,6 @@ bool is_type_compatible(size_t ask_tag, size_t have_tag)
return false;
}
}
} // namespace _TagDB
}
} // namespace godot

View File

@ -2,15 +2,13 @@
#include "Basis.hpp"
#include "Plane.hpp"
#include "AABB.hpp"
#include "Plane.hpp"
#include "Quat.hpp"
namespace godot {
Transform Transform::inverse_xform(const Transform &t) const {
Vector3 v = t.origin - origin;
@ -34,15 +32,12 @@ void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_
origin.z = tz;
}
Vector3 Transform::xform(const Vector3 &p_vector) const {
return Vector3(
basis[0].dot(p_vector) + origin.x,
basis[1].dot(p_vector) + origin.y,
basis[2].dot(p_vector)+origin.z
);
basis[2].dot(p_vector) + origin.z);
}
Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
@ -51,13 +46,11 @@ Vector3 Transform::xform_inv(const Vector3& p_vector) const {
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 )
);
(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);
@ -68,7 +61,6 @@ Plane Transform::xform(const Plane& p_plane) const {
real_t d = normal.dot(point);
return Plane(normal, d);
}
Plane Transform::xform_inv(const Plane &p_plane) const {
@ -82,7 +74,6 @@ Plane Transform::xform_inv(const Plane& p_plane) const {
real_t d = normal.dot(point);
return Plane(normal, d);
}
AABB Transform::xform(const AABB &p_aabb) const {
@ -102,7 +93,6 @@ AABB Transform::xform(const AABB& p_aabb) const {
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 {
@ -118,7 +108,6 @@ AABB Transform::xform_inv(const AABB& p_aabb) const {
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
};
AABB ret;
ret.position = xform_inv(vertices[0]);
@ -129,7 +118,6 @@ AABB Transform::xform_inv(const AABB& p_aabb) const {
}
return ret;
}
void Transform::affine_invert() {
@ -143,10 +131,8 @@ Transform Transform::affine_inverse() const {
Transform ret = *this;
ret.affine_invert();
return ret;
}
void Transform::invert() {
basis.transpose();
@ -161,7 +147,6 @@ Transform Transform::inverse() const {
return ret;
}
void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
@ -198,7 +183,6 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
v_y = p_up;
v_x = v_y.cross(v_z);
/* Recompute Y = Z cross X */
@ -211,7 +195,6 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
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 {
@ -254,7 +237,6 @@ void Transform::scale_basis(const Vector3& 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) {
@ -309,11 +291,10 @@ 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

View File

@ -1,7 +1,7 @@
#include "Transform2D.hpp"
#include "Vector2.hpp"
#include "String.hpp"
#include "Rect2.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include <algorithm>
@ -17,30 +17,26 @@ Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox,
elements[2][1] = oy;
}
Vector2 Transform2D::basis_xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v)
);
tdoty(v));
}
Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
return Vector2(
elements[0].dot(v),
elements[1].dot(v)
);
elements[1].dot(v));
}
Vector2 Transform2D::xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v)
) + elements[2];
tdoty(v)) +
elements[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
@ -48,9 +44,7 @@ Vector2 Transform2D::xform_inv(const Vector2& p_vec) const {
return Vector2(
elements[0].dot(v),
elements[1].dot(v)
);
elements[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
@ -72,7 +66,6 @@ void Transform2D::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) {
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 {
@ -105,7 +98,6 @@ Transform2D Transform2D::inverse() const {
Transform2D inv = *this;
inv.invert();
return inv;
}
void Transform2D::affine_invert() {
@ -119,7 +111,6 @@ void Transform2D::affine_invert() {
elements[1] *= Vector2(-idet, idet);
elements[2] = basis_xform(-elements[2]);
}
Transform2D Transform2D::affine_inverse() const {
@ -178,7 +169,6 @@ void Transform2D::scale_basis(const Size2& p_scale) {
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) {
@ -208,7 +198,6 @@ Transform2D Transform2D::orthonormalized() const {
Transform2D on = *this;
on.orthonormalize();
return on;
}
bool Transform2D::operator==(const Transform2D &p_transform) const {
@ -229,7 +218,6 @@ bool Transform2D::operator!=(const Transform2D& p_transform) const {
}
return false;
}
void Transform2D::operator*=(const Transform2D &p_transform) {
@ -249,13 +237,11 @@ void Transform2D::operator*=(const Transform2D& p_transform) {
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 {
@ -263,7 +249,6 @@ 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 {
@ -271,7 +256,6 @@ Transform2D Transform2D::basis_scaled(const Size2& p_scale) const {
Transform2D copy = *this;
copy.scale_basis(p_scale);
return copy;
}
Transform2D Transform2D::untranslated() const {
@ -286,7 +270,6 @@ 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 {
@ -294,7 +277,6 @@ Transform2D Transform2D::rotated(real_t p_phi) const {
Transform2D copy = *this;
copy.rotate(p_phi);
return copy;
}
real_t Transform2D::basis_determinant() const {
@ -343,4 +325,4 @@ Transform2D::operator String() const {
return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
}
}
} // namespace godot

View File

@ -2,8 +2,8 @@
#include <gdnative/variant.h>
#include "Defs.hpp"
#include "CoreTypes.hpp"
#include "Defs.hpp"
#include "GodotGlobal.hpp"
#include "Object.hpp"
@ -11,18 +11,15 @@
namespace godot {
Variant::Variant()
{
Variant::Variant() {
godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Variant& v)
{
Variant::Variant(const Variant &v) {
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
}
Variant::Variant(bool p_bool)
{
Variant::Variant(bool p_bool) {
godot::api->godot_variant_new_bool(&_godot_variant, p_bool);
}
@ -31,8 +28,7 @@ Variant::Variant(signed int p_int) // real one
godot::api->godot_variant_new_int(&_godot_variant, p_int);
}
Variant::Variant(unsigned int p_int)
{
Variant::Variant(unsigned int p_int) {
godot::api->godot_variant_new_uint(&_godot_variant, p_int);
}
@ -41,329 +37,262 @@ 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)
{
Variant::Variant(uint64_t p_char) {
godot::api->godot_variant_new_uint(&_godot_variant, p_char);
}
Variant::Variant(float p_float)
{
Variant::Variant(float p_float) {
godot::api->godot_variant_new_real(&_godot_variant, p_float);
}
Variant::Variant(double p_double)
{
Variant::Variant(double p_double) {
godot::api->godot_variant_new_real(&_godot_variant, p_double);
}
Variant::Variant(const String& p_string)
{
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)
{
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)
{
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)
{
Variant::Variant(const Vector2 &p_vector2) {
godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *)&p_vector2);
}
Variant::Variant(const Rect2& p_rect2)
{
Variant::Variant(const Rect2 &p_rect2) {
godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *)&p_rect2);
}
Variant::Variant(const Vector3& p_vector3)
{
Variant::Variant(const Vector3 &p_vector3) {
godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *)&p_vector3);
}
Variant::Variant(const Plane& p_plane)
{
Variant::Variant(const Plane &p_plane) {
godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *)&p_plane);
}
Variant::Variant(const AABB& p_aabb)
{
Variant::Variant(const AABB &p_aabb) {
godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *)&p_aabb);
}
Variant::Variant(const Quat& p_quat)
{
Variant::Variant(const Quat &p_quat) {
godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *)&p_quat);
}
Variant::Variant(const Basis& p_transform)
{
Variant::Variant(const Basis &p_transform) {
godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *)&p_transform);
}
Variant::Variant(const Transform2D& 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)
{
Variant::Variant(const Transform &p_transform) {
godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *)&p_transform);
}
Variant::Variant(const Color& p_color)
{
Variant::Variant(const Color &p_color) {
godot::api->godot_variant_new_color(&_godot_variant, (godot_color *)&p_color);
}
Variant::Variant(const NodePath& p_path)
{
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)
{
Variant::Variant(const RID &p_rid) {
godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *)&p_rid);
}
Variant::Variant(const Object* p_object)
{
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)
{
Variant::Variant(const Dictionary &p_dictionary) {
godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *)&p_dictionary);
}
Variant::Variant(const Array& p_array)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
Variant &Variant::operator=(const Variant &v) {
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
return *this;
}
Variant::operator bool() const
{
Variant::operator bool() const {
return booleanize();
}
Variant::operator signed int() const
{
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
{
Variant::operator signed short() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned short() const
{
Variant::operator unsigned short() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed char() const
{
Variant::operator signed char() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned char() const
{
Variant::operator unsigned char() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator int64_t() const
{
Variant::operator int64_t() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator uint64_t() const
{
Variant::operator uint64_t() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator wchar_t() const
{
Variant::operator wchar_t() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator float() const
{
Variant::operator float() const {
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator double() const
{
Variant::operator double() const {
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator String() const
{
Variant::operator String() const {
godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
return *(String *)&s;
}
Variant::operator Vector2() const
{
Variant::operator Vector2() const {
godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
return *(Vector2 *)&s;
}
Variant::operator Rect2() const
{
Variant::operator Rect2() const {
godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant);
return *(Rect2 *)&s;
}
Variant::operator Vector3() const
{
Variant::operator Vector3() const {
godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant);
return *(Vector3 *)&s;
}
Variant::operator Plane() const
{
Variant::operator Plane() const {
godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant);
return *(Plane *)&s;
}
Variant::operator AABB() const
{
Variant::operator AABB() const {
godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant);
return *(AABB *)&s;
}
Variant::operator Quat() const
{
Variant::operator Quat() const {
godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant);
return *(Quat *)&s;
}
Variant::operator Basis() const
{
Variant::operator Basis() const {
godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant);
return *(Basis *)&s;
}
Variant::operator Transform() const
{
Variant::operator Transform() const {
godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant);
return *(Transform *)&s;
}
Variant::operator Transform2D() const
{
Variant::operator Transform2D() const {
godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant);
return *(Transform2D *)&s;
}
Variant::operator Color() const
{
Variant::operator Color() const {
godot_color s = godot::api->godot_variant_as_color(&_godot_variant);
return *(Color *)&s;
}
Variant::operator NodePath() const
{
Variant::operator NodePath() const {
godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
return *(NodePath *)&s;
}
Variant::operator RID() const
{
Variant::operator RID() const {
godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
return *(RID *)&s;
}
Variant::operator Dictionary() const
{
Variant::operator Dictionary() const {
godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
return *(Dictionary *)&d;
}
Variant::operator Array() const
{
Variant::operator Array() const {
godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
return *(Array *)&s;
}
Variant::operator PoolByteArray() const
{
Variant::operator PoolByteArray() const {
godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *)&s;
}
Variant::operator PoolIntArray() const
{
Variant::operator PoolIntArray() const {
godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *)&s;
}
Variant::operator PoolRealArray() const
{
Variant::operator PoolRealArray() const {
godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *)&s;
}
Variant::operator PoolStringArray() const
{
Variant::operator PoolStringArray() const {
godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *)&s;
}
Variant::operator PoolVector2Array() const
{
Variant::operator PoolVector2Array() const {
godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *)&s;
}
Variant::operator PoolVector3Array() const
{
Variant::operator PoolVector3Array() const {
godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *)&s;
}
Variant::operator PoolColorArray() const
{
Variant::operator PoolColorArray() const {
godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *)&s;
}
@ -371,70 +300,54 @@ Variant::operator godot_object*() const {
return godot::api->godot_variant_as_object(&_godot_variant);
}
Variant::Type Variant::get_type() const
{
Variant::Type Variant::get_type() const {
return (Type)godot::api->godot_variant_get_type(&_godot_variant);
}
Variant Variant::call(const String& method, const Variant **args, const int arg_count)
{
Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
Variant v;
*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
return v;
}
bool Variant::has_method(const String& method)
{
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
{
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
{
bool Variant::operator!=(const Variant &b) const {
return !(*this == b);
}
bool Variant::operator <(const Variant& b) const
{
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
{
bool Variant::operator<=(const Variant &b) const {
return (*this < b) || (*this == b);
}
bool Variant::operator >(const Variant& b) const
{
bool Variant::operator>(const Variant &b) const {
return !(*this <= b);
}
bool Variant::operator >=(const Variant& b) const
{
bool Variant::operator>=(const Variant &b) const {
return !(*this < b);
}
bool Variant::hash_compare(const Variant& b) const
{
bool Variant::hash_compare(const Variant &b) const {
return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
}
bool Variant::booleanize() const
{
bool Variant::booleanize() const {
return godot::api->godot_variant_booleanize(&_godot_variant);
}
Variant::~Variant()
{
Variant::~Variant() {
godot::api->godot_variant_destroy(&_godot_variant);
}
}
} // namespace godot

View File

@ -8,77 +8,63 @@
namespace godot {
Vector2 Vector2::operator+(const Vector2& p_v) const
{
Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
void Vector2::operator+=(const Vector2& p_v)
{
void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 Vector2::operator-(const Vector2& p_v) const
{
Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void Vector2::operator-=(const Vector2& p_v)
{
void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 Vector2::operator*(const Vector2 &p_v1) const
{
Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 Vector2::operator*(const real_t &rvalue) const
{
Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void Vector2::operator*=(const real_t &rvalue)
{
void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
Vector2 Vector2::operator/(const Vector2 &p_v1) const
{
Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 Vector2::operator/(const real_t &rvalue) const
{
Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void Vector2::operator/=(const real_t &rvalue)
{
void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 Vector2::operator-() const
{
Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
bool Vector2::operator==(const Vector2& p_vec2) const
{
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
{
bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
void Vector2::normalize()
{
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
@ -87,71 +73,58 @@ void Vector2::normalize()
}
}
Vector2 Vector2::normalized() const
{
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t Vector2::length() const
{
real_t Vector2::length() const {
return sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const
{
real_t Vector2::length_squared() const {
return x * x + y * y;
}
real_t Vector2::distance_to(const Vector2& p_vector2) const
{
real_t Vector2::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));
}
real_t Vector2::distance_squared_to(const Vector2& p_vector2) const
{
real_t Vector2::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);
}
real_t Vector2::angle_to(const Vector2& p_vector2) const
{
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2& p_vector2) const
{
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2& p_other) const
{
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2& p_other) const
{
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::cross(real_t p_other) const
{
Vector2 Vector2::cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 Vector2::project(const Vector2& p_vec) const
{
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
{
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
{
Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
@ -161,24 +134,20 @@ Vector2 Vector2::clamped(real_t p_len) const
return v;
}
Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t)
{
Vector2 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;
}
Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const
{
Vector2 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 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const
{
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;
@ -192,24 +161,21 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
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;
(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
0.5;
return out;
}
Vector2 Vector2::slide(const Vector2& p_vec) const
{
Vector2 Vector2::slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector2 Vector2::reflect(const Vector2& p_vec) const
{
Vector2 Vector2::reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
real_t Vector2::angle() const
{
real_t Vector2::angle() const {
return atan2(y, x);
}
@ -224,8 +190,7 @@ Vector2 Vector2::abs() const {
return Vector2(fabs(x), fabs(y));
}
Vector2 Vector2::rotated(real_t p_by) const
{
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
@ -237,23 +202,18 @@ Vector2 Vector2::tangent() const {
return Vector2(y, -x);
}
Vector2 Vector2::floor() const
{
Vector2 Vector2::floor() const {
return Vector2(::floor(x), ::floor(y));
}
Vector2 Vector2::snapped(const Vector2& p_by) const
{
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
);
p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
}
Vector2::operator String() const
{
Vector2::operator String() const {
return String::num(x) + ", " + String::num(y);
}
}
} // namespace godot

View File

@ -10,134 +10,113 @@
namespace godot {
Vector3::Vector3(real_t x, real_t y, real_t z)
{
Vector3::Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
Vector3::Vector3()
{
Vector3::Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t& Vector3::operator[](int p_axis) const
{
const real_t &Vector3::operator[](int p_axis) const {
return coord[p_axis];
}
real_t& Vector3::operator[](int p_axis)
{
real_t &Vector3::operator[](int p_axis) {
return coord[p_axis];
}
Vector3& Vector3::operator+=(const Vector3& p_v)
{
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3& p_v) const
{
Vector3 Vector3::operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3& Vector3::operator-=(const Vector3& p_v)
{
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3& p_v) const
{
Vector3 Vector3::operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3& Vector3::operator*=(const Vector3& p_v)
{
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3& p_v) const
{
Vector3 Vector3::operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3& Vector3::operator/=(const Vector3& p_v)
{
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3& p_v) const
{
Vector3 Vector3::operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3& Vector3::operator*=(real_t p_scalar)
{
Vector3 &Vector3::operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator*(real_t p_scalar) const
{
Vector3 Vector3::operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3& Vector3::operator/=(real_t p_scalar)
{
Vector3 &Vector3::operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const
{
Vector3 Vector3::operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 Vector3::operator-() const
{
Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3& p_v) const
{
bool Vector3::operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool Vector3::operator!=(const Vector3& p_v) const
{
bool Vector3::operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool Vector3::operator<(const Vector3& p_v) const
{
bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y)
return z < p_v.z;
@ -148,8 +127,7 @@ bool Vector3::operator<(const Vector3& p_v) const
}
}
bool Vector3::operator<=(const Vector3& p_v) const
{
bool Vector3::operator<=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y)
return z <= p_v.z;
@ -160,38 +138,31 @@ bool Vector3::operator<=(const Vector3& p_v) const
}
}
Vector3 Vector3::abs() const
{
Vector3 Vector3::abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 Vector3::ceil() const
{
Vector3 Vector3::ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 Vector3::cross(const Vector3& b) const
{
Vector3 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)
);
(x * b.y) - (y * b.x));
return ret;
}
Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const
{
Vector3 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))
);
z + (p_t * (p_b.z - z)));
}
Vector3 Vector3::cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const
{
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;
@ -204,17 +175,16 @@ Vector3 Vector3::cubic_interpolate(const Vector3& b, const Vector3& pre_a, const
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;
(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
0.5;
return out;
}
Vector3 Vector3::bounce(const Vector3& p_normal) const
{
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t Vector3::length() const
{
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
@ -222,8 +192,7 @@ real_t Vector3::length() const
return ::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const
{
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
@ -231,62 +200,50 @@ real_t Vector3::length_squared() const
return x2 + y2 + z2;
}
real_t Vector3::distance_squared_to(const Vector3& b) const
{
real_t Vector3::distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
real_t Vector3::distance_to(const Vector3& b) const
{
real_t Vector3::distance_to(const Vector3 &b) const {
return (b - *this).length();
}
real_t Vector3::dot(const Vector3& b) const
{
real_t Vector3::dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
real_t Vector3::angle_to(const Vector3& b) const
{
real_t Vector3::angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
Vector3 Vector3::floor() const
{
Vector3 Vector3::floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
Vector3 Vector3::inverse() const
{
Vector3 Vector3::inverse() const {
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
bool Vector3::is_normalized() const
{
bool Vector3::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
Basis Vector3::outer(const Vector3& b) const
{
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
{
int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
int Vector3::min_axis() const
{
int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
void Vector3::normalize()
{
void Vector3::normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
@ -297,40 +254,34 @@ void Vector3::normalize()
}
}
Vector3 Vector3::normalized() const
{
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 Vector3::reflect(const Vector3& by) const
{
Vector3 Vector3::reflect(const Vector3 &by) const {
return by - *this * this->dot(by) * 2.0;
}
Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const
{
Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void Vector3::rotate(const Vector3& p_axis,real_t p_phi)
{
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::slide(const Vector3& by) const
{
Vector3 Vector3::slide(const Vector3 &by) const {
return by - *this * this->dot(by);
}
// this is ugly as well, but hey, I'm a simple man
#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
void Vector3::snap(real_t p_val)
{
void Vector3::snap(real_t p_val) {
x = _ugly_stepify(x, p_val);
y = _ugly_stepify(y, p_val);
z = _ugly_stepify(z, p_val);
@ -338,18 +289,14 @@ void Vector3::snap(real_t p_val)
#undef _ugly_stepify
Vector3 Vector3::snapped(const float by)
{
Vector3 Vector3::snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
Vector3::operator String() const
{
Vector3::operator String() const {
return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
}
}
} // namespace godot