Migrate to NativeScript+GDNative
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22 changed files with 608 additions and 611 deletions
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# Copyright (c) 2017 Xored Software, Inc.
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type
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Vector3* {.importc: "godot_vector3", header: "godot_vector3.h",
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Vector3* {.importc: "godot_vector3", header: "godot/vector3.h",
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byref.} = object
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import godotbase, basis, strings
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type
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Vector3Axis {.importc: "godot_vector3_axis", header: "godot_vector3.h",
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Vector3Axis {.importc: "godot_vector3_axis", header: "godot/vector3.h",
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size: sizeof(cint), pure.} = enum
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X,
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Y,
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Z
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proc initVector3*(dest: var Vector3; x, y, z: float32) {.
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importc: "godot_vector3_new", header: "godot_vector3.h".}
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importc: "godot_vector3_new", header: "godot/vector3.h".}
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proc vec3*(x, y, z: float32): Vector3 {.inline.} =
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initVector3(result, x, y, z)
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proc toGodotString*(self: Vector3): GodotString {.
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importc: "godot_vector3_as_string", header: "godot_vector3.h".}
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importc: "godot_vector3_as_string", header: "godot/vector3.h".}
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proc `$`*(self: Vector3): string {.inline.} =
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$self.toGodotString()
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proc minAxis*(self: Vector3): cint {.
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importc: "godot_vector3_min_axis", header: "godot_vector3.h".}
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importc: "godot_vector3_min_axis", header: "godot/vector3.h".}
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proc maxAxis*(self: Vector3): cint {.
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importc: "godot_vector3_max_axis", header: "godot_vector3.h".}
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importc: "godot_vector3_max_axis", header: "godot/vector3.h".}
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proc length*(self: Vector3): float32 {.
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importc: "godot_vector3_length", header: "godot_vector3.h".}
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importc: "godot_vector3_length", header: "godot/vector3.h".}
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proc lengthSquared*(self: Vector3): float32 {.
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importc: "godot_vector3_length_squared", header: "godot_vector3.h".}
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importc: "godot_vector3_length_squared", header: "godot/vector3.h".}
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proc isNormalized*(self: Vector3): bool {.
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importc: "godot_vector3_is_normalized", header: "godot_vector3.h".}
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importc: "godot_vector3_is_normalized", header: "godot/vector3.h".}
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proc normalized*(self: Vector3): Vector3 {.
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importc: "godot_vector3_normalized", header: "godot_vector3.h".}
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importc: "godot_vector3_normalized", header: "godot/vector3.h".}
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proc inverse*(self: Vector3): Vector3 {.
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importc: "godot_vector3_inverse", header: "godot_vector3.h".}
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importc: "godot_vector3_inverse", header: "godot/vector3.h".}
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proc snapped*(self: Vector3; by: float32): Vector3 {.
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importc: "godot_vector3_snapped", header: "godot_vector3.h".}
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importc: "godot_vector3_snapped", header: "godot/vector3.h".}
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proc rotated*(self: Vector3; axis: Vector3;
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phi: float32): Vector3 {.
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importc: "godot_vector3_rotated", header: "godot_vector3.h".}
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importc: "godot_vector3_rotated", header: "godot/vector3.h".}
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proc lerp*(self: Vector3; b: Vector3; t: float32): Vector3 {.
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importc: "godot_vector3_linear_interpolate", header: "godot_vector3.h".}
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importc: "godot_vector3_linear_interpolate", header: "godot/vector3.h".}
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proc cubicInterpolate*(self, b, preA, postB: Vector3;
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t: float32): Vector3 {.
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importc: "godot_vector3_cubic_interpolate", header: "godot_vector3.h".}
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importc: "godot_vector3_cubic_interpolate", header: "godot/vector3.h".}
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proc dot*(a, b: Vector3): float32 {.
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importc: "godot_vector3_dot", header: "godot_vector3.h".}
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importc: "godot_vector3_dot", header: "godot/vector3.h".}
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proc cross*(a, b: Vector3): Vector3 {.
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importc: "godot_vector3_cross", header: "godot_vector3.h".}
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importc: "godot_vector3_cross", header: "godot/vector3.h".}
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proc outer*(a, b: Vector3): Basis {.
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importc: "godot_vector3_outer", header: "godot_vector3.h".}
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importc: "godot_vector3_outer", header: "godot/vector3.h".}
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proc toDiagonalMatrix*(self: Vector3): Basis {.
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importc: "godot_vector3_to_diagonal_matrix", header: "godot_vector3.h".}
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importc: "godot_vector3_to_diagonal_matrix", header: "godot/vector3.h".}
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proc abs*(self: Vector3): Vector3 {.
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importc: "godot_vector3_abs", header: "godot_vector3.h".}
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importc: "godot_vector3_abs", header: "godot/vector3.h".}
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proc floor*(self: Vector3): Vector3 {.
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importc: "godot_vector3_floor", header: "godot_vector3.h".}
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importc: "godot_vector3_floor", header: "godot/vector3.h".}
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proc ceil*(self: Vector3): Vector3 {.
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importc: "godot_vector3_ceil", header: "godot_vector3.h".}
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importc: "godot_vector3_ceil", header: "godot/vector3.h".}
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proc distanceTo*(a, b: Vector3): float32 {.
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importc: "godot_vector3_distance_to", header: "godot_vector3.h".}
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importc: "godot_vector3_distance_to", header: "godot/vector3.h".}
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proc distanceSquaredTo*(a, b: Vector3): float32 {.
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importc: "godot_vector3_distance_squared_to", header: "godot_vector3.h".}
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importc: "godot_vector3_distance_squared_to", header: "godot/vector3.h".}
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proc angleTo*(self, to: Vector3): float32 {.
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importc: "godot_vector3_angle_to", header: "godot_vector3.h".}
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importc: "godot_vector3_angle_to", header: "godot/vector3.h".}
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proc slide*(self, n: Vector3): Vector3 {.
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importc: "godot_vector3_slide", header: "godot_vector3.h".}
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importc: "godot_vector3_slide", header: "godot/vector3.h".}
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proc bounce*(self, n: Vector3): Vector3 {.
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importc: "godot_vector3_bounce", header: "godot_vector3.h".}
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importc: "godot_vector3_bounce", header: "godot/vector3.h".}
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proc reflect*(self, b: Vector3): Vector3 {.
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importc: "godot_vector3_reflect", header: "godot_vector3.h".}
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importc: "godot_vector3_reflect", header: "godot/vector3.h".}
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proc `+`*(a, b: Vector3): Vector3 {.
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importc: "godot_vector3_operator_add", header: "godot_vector3.h".}
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importc: "godot_vector3_operator_add", header: "godot/vector3.h".}
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proc `+=`*(a: var Vector3, b: Vector3) {.inline.} =
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a = a + b
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proc `-`*(a, b: Vector3): Vector3 {.
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importc: "godot_vector3_operator_substract", header: "godot_vector3.h".}
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importc: "godot_vector3_operator_substract", header: "godot/vector3.h".}
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proc `-=`*(a: var Vector3, b: Vector3) {.inline.} =
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a = a - b
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proc `*`*(a, b: Vector3): Vector3 {.
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importc: "godot_vector3_operator_multiply_vector",
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header: "godot_vector3.h".}
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header: "godot/vector3.h".}
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proc `*=`*(a: var Vector3, b: Vector3) {.inline.}=
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a = a * b
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proc `*`*(self: Vector3; b: float32): Vector3 {.
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importc: "godot_vector3_operator_multiply_scalar",
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header: "godot_vector3.h".}
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header: "godot/vector3.h".}
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proc `*=`*(a: var Vector3; b: float32) {.inline.} =
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a = a * b
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proc `/`*(a, b: Vector3): Vector3 {.
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importc: "godot_vector3_operator_divide_vector",
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header: "godot_vector3.h".}
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header: "godot/vector3.h".}
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proc `/=`*(a: var Vector3; b: Vector3) {.inline.} =
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a = a / b
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proc `/`*(self: Vector3; b: float32): Vector3 {.
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importc: "godot_vector3_operator_divide_scalar",
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header: "godot_vector3.h".}
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header: "godot/vector3.h".}
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proc `/=`*(a: var Vector3; b: float32) {.inline.} =
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a = a / b
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proc `==`*(a, b: Vector3): bool {.
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importc: "godot_vector3_operator_equal", header: "godot_vector3.h".}
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importc: "godot_vector3_operator_equal", header: "godot/vector3.h".}
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proc `<`*(a, b: Vector3): bool {.
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importc: "godot_vector3_operator_less", header: "godot_vector3.h".}
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importc: "godot_vector3_operator_less", header: "godot/vector3.h".}
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proc `-`*(self: Vector3): Vector3 {.
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importc: "godot_vector3_operator_neg", header: "godot_vector3.h".}
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importc: "godot_vector3_operator_neg", header: "godot/vector3.h".}
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proc setAxis(self: var Vector3; axis: Vector3Axis;
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val: float32) {.
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importc: "godot_vector3_set_axis", header: "godot_vector3.h".}
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importc: "godot_vector3_set_axis", header: "godot/vector3.h".}
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proc getAxis(self: Vector3; axis: Vector3Axis): float32 {.
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importc: "godot_vector3_get_axis", header: "godot_vector3.h".}
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importc: "godot_vector3_get_axis", header: "godot/vector3.h".}
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proc `[]`(self: Vector3, idx: range[0..2]): float32 {.inline.} =
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self.getAxis(Vector3Axis(idx))
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