Migrate to NativeScript+GDNative

This commit is contained in:
Ruslan Mustakov 2017-07-25 12:37:05 +07:00
commit b41a37681f
22 changed files with 608 additions and 611 deletions

View file

@ -1,126 +1,126 @@
# Copyright (c) 2017 Xored Software, Inc.
type
Vector3* {.importc: "godot_vector3", header: "godot_vector3.h",
Vector3* {.importc: "godot_vector3", header: "godot/vector3.h",
byref.} = object
import godotbase, basis, strings
type
Vector3Axis {.importc: "godot_vector3_axis", header: "godot_vector3.h",
Vector3Axis {.importc: "godot_vector3_axis", header: "godot/vector3.h",
size: sizeof(cint), pure.} = enum
X,
Y,
Z
proc initVector3*(dest: var Vector3; x, y, z: float32) {.
importc: "godot_vector3_new", header: "godot_vector3.h".}
importc: "godot_vector3_new", header: "godot/vector3.h".}
proc vec3*(x, y, z: float32): Vector3 {.inline.} =
initVector3(result, x, y, z)
proc toGodotString*(self: Vector3): GodotString {.
importc: "godot_vector3_as_string", header: "godot_vector3.h".}
importc: "godot_vector3_as_string", header: "godot/vector3.h".}
proc `$`*(self: Vector3): string {.inline.} =
$self.toGodotString()
proc minAxis*(self: Vector3): cint {.
importc: "godot_vector3_min_axis", header: "godot_vector3.h".}
importc: "godot_vector3_min_axis", header: "godot/vector3.h".}
proc maxAxis*(self: Vector3): cint {.
importc: "godot_vector3_max_axis", header: "godot_vector3.h".}
importc: "godot_vector3_max_axis", header: "godot/vector3.h".}
proc length*(self: Vector3): float32 {.
importc: "godot_vector3_length", header: "godot_vector3.h".}
importc: "godot_vector3_length", header: "godot/vector3.h".}
proc lengthSquared*(self: Vector3): float32 {.
importc: "godot_vector3_length_squared", header: "godot_vector3.h".}
importc: "godot_vector3_length_squared", header: "godot/vector3.h".}
proc isNormalized*(self: Vector3): bool {.
importc: "godot_vector3_is_normalized", header: "godot_vector3.h".}
importc: "godot_vector3_is_normalized", header: "godot/vector3.h".}
proc normalized*(self: Vector3): Vector3 {.
importc: "godot_vector3_normalized", header: "godot_vector3.h".}
importc: "godot_vector3_normalized", header: "godot/vector3.h".}
proc inverse*(self: Vector3): Vector3 {.
importc: "godot_vector3_inverse", header: "godot_vector3.h".}
importc: "godot_vector3_inverse", header: "godot/vector3.h".}
proc snapped*(self: Vector3; by: float32): Vector3 {.
importc: "godot_vector3_snapped", header: "godot_vector3.h".}
importc: "godot_vector3_snapped", header: "godot/vector3.h".}
proc rotated*(self: Vector3; axis: Vector3;
phi: float32): Vector3 {.
importc: "godot_vector3_rotated", header: "godot_vector3.h".}
importc: "godot_vector3_rotated", header: "godot/vector3.h".}
proc lerp*(self: Vector3; b: Vector3; t: float32): Vector3 {.
importc: "godot_vector3_linear_interpolate", header: "godot_vector3.h".}
importc: "godot_vector3_linear_interpolate", header: "godot/vector3.h".}
proc cubicInterpolate*(self, b, preA, postB: Vector3;
t: float32): Vector3 {.
importc: "godot_vector3_cubic_interpolate", header: "godot_vector3.h".}
importc: "godot_vector3_cubic_interpolate", header: "godot/vector3.h".}
proc dot*(a, b: Vector3): float32 {.
importc: "godot_vector3_dot", header: "godot_vector3.h".}
importc: "godot_vector3_dot", header: "godot/vector3.h".}
proc cross*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_cross", header: "godot_vector3.h".}
importc: "godot_vector3_cross", header: "godot/vector3.h".}
proc outer*(a, b: Vector3): Basis {.
importc: "godot_vector3_outer", header: "godot_vector3.h".}
importc: "godot_vector3_outer", header: "godot/vector3.h".}
proc toDiagonalMatrix*(self: Vector3): Basis {.
importc: "godot_vector3_to_diagonal_matrix", header: "godot_vector3.h".}
importc: "godot_vector3_to_diagonal_matrix", header: "godot/vector3.h".}
proc abs*(self: Vector3): Vector3 {.
importc: "godot_vector3_abs", header: "godot_vector3.h".}
importc: "godot_vector3_abs", header: "godot/vector3.h".}
proc floor*(self: Vector3): Vector3 {.
importc: "godot_vector3_floor", header: "godot_vector3.h".}
importc: "godot_vector3_floor", header: "godot/vector3.h".}
proc ceil*(self: Vector3): Vector3 {.
importc: "godot_vector3_ceil", header: "godot_vector3.h".}
importc: "godot_vector3_ceil", header: "godot/vector3.h".}
proc distanceTo*(a, b: Vector3): float32 {.
importc: "godot_vector3_distance_to", header: "godot_vector3.h".}
importc: "godot_vector3_distance_to", header: "godot/vector3.h".}
proc distanceSquaredTo*(a, b: Vector3): float32 {.
importc: "godot_vector3_distance_squared_to", header: "godot_vector3.h".}
importc: "godot_vector3_distance_squared_to", header: "godot/vector3.h".}
proc angleTo*(self, to: Vector3): float32 {.
importc: "godot_vector3_angle_to", header: "godot_vector3.h".}
importc: "godot_vector3_angle_to", header: "godot/vector3.h".}
proc slide*(self, n: Vector3): Vector3 {.
importc: "godot_vector3_slide", header: "godot_vector3.h".}
importc: "godot_vector3_slide", header: "godot/vector3.h".}
proc bounce*(self, n: Vector3): Vector3 {.
importc: "godot_vector3_bounce", header: "godot_vector3.h".}
importc: "godot_vector3_bounce", header: "godot/vector3.h".}
proc reflect*(self, b: Vector3): Vector3 {.
importc: "godot_vector3_reflect", header: "godot_vector3.h".}
importc: "godot_vector3_reflect", header: "godot/vector3.h".}
proc `+`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_add", header: "godot_vector3.h".}
importc: "godot_vector3_operator_add", header: "godot/vector3.h".}
proc `+=`*(a: var Vector3, b: Vector3) {.inline.} =
a = a + b
proc `-`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_substract", header: "godot_vector3.h".}
importc: "godot_vector3_operator_substract", header: "godot/vector3.h".}
proc `-=`*(a: var Vector3, b: Vector3) {.inline.} =
a = a - b
proc `*`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_multiply_vector",
header: "godot_vector3.h".}
header: "godot/vector3.h".}
proc `*=`*(a: var Vector3, b: Vector3) {.inline.}=
a = a * b
proc `*`*(self: Vector3; b: float32): Vector3 {.
importc: "godot_vector3_operator_multiply_scalar",
header: "godot_vector3.h".}
header: "godot/vector3.h".}
proc `*=`*(a: var Vector3; b: float32) {.inline.} =
a = a * b
proc `/`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_divide_vector",
header: "godot_vector3.h".}
header: "godot/vector3.h".}
proc `/=`*(a: var Vector3; b: Vector3) {.inline.} =
a = a / b
proc `/`*(self: Vector3; b: float32): Vector3 {.
importc: "godot_vector3_operator_divide_scalar",
header: "godot_vector3.h".}
header: "godot/vector3.h".}
proc `/=`*(a: var Vector3; b: float32) {.inline.} =
a = a / b
proc `==`*(a, b: Vector3): bool {.
importc: "godot_vector3_operator_equal", header: "godot_vector3.h".}
importc: "godot_vector3_operator_equal", header: "godot/vector3.h".}
proc `<`*(a, b: Vector3): bool {.
importc: "godot_vector3_operator_less", header: "godot_vector3.h".}
importc: "godot_vector3_operator_less", header: "godot/vector3.h".}
proc `-`*(self: Vector3): Vector3 {.
importc: "godot_vector3_operator_neg", header: "godot_vector3.h".}
importc: "godot_vector3_operator_neg", header: "godot/vector3.h".}
proc setAxis(self: var Vector3; axis: Vector3Axis;
val: float32) {.
importc: "godot_vector3_set_axis", header: "godot_vector3.h".}
importc: "godot_vector3_set_axis", header: "godot/vector3.h".}
proc getAxis(self: Vector3; axis: Vector3Axis): float32 {.
importc: "godot_vector3_get_axis", header: "godot_vector3.h".}
importc: "godot_vector3_get_axis", header: "godot/vector3.h".}
proc `[]`(self: Vector3, idx: range[0..2]): float32 {.inline.} =
self.getAxis(Vector3Axis(idx))