Use GDNative API struct

This commit is contained in:
Ruslan Mustakov 2017-10-04 23:41:15 +07:00
commit b62db02d8f
32 changed files with 2846 additions and 1535 deletions

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@ -1,7 +1,7 @@
# Copyright 2017 Xored Software, Inc.
import hashes
import internal.godotarrays
import internal.godotinternaltypes, internal.godotarrays
type
Array* = ref object
@ -125,8 +125,8 @@ proc delete*(self: var Array; idx: int) {.inline.} =
proc setLen*(self: var Array; size: int) {.inline.} =
self.godotArray.setLen(size.cint)
proc rfind*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray.rfind(what.godotVariant[], f.cint).int
proc rfind*(self: Array; what: Variant; fromIdx: int): int {.inline.} =
self.godotArray.rfind(what.godotVariant[], fromIdx.cint).int
proc len*(self: Array): int {.inline.} =
self.godotArray.len.int

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@ -2,10 +2,7 @@
import math
import godotbase, vector3, quats
type
Basis* {.byref.} = object
elements*: array[3, Vector3]
import godotcoretypes
proc setCells*(basis: var Basis, xx, xy, xz, yx, yy, yz, zx, zy, zz: float32) =
basis.elements[0].x = xx

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@ -1,11 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
type
Color* {.byref.} = object
r*: float32
g*: float32
b*: float32
a*: float32
import godotcoretypes, gdnativeapi
proc initColor*(r, g, b: float32; a: float32 = 1.0'f32): Color {.inline.} =
Color(
@ -19,12 +14,14 @@ proc initColor*(): Color {.inline.} =
## Initializes black color with 1.0 alpha
initColor(0, 0, 0)
proc h*(self: Color): float32 {.
importc: "godot_color_get_h".}
proc s*(self: Color): float32 {.
importc: "godot_color_get_s".}
proc v*(self: Color): float32 {.
importc: "godot_color_get_v".}
proc h*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetH(self)
proc s*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetS(self)
proc v*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetV(self)
proc `$`*(self: Color): string {.inline.} =
result = newStringOfCap(50)
@ -58,16 +55,20 @@ proc toARGB32*(self: Color): uint32 {.inline.} =
result = (result shl 8) or uint8(self.g * 255)
result = (result shl 8) or uint8(self.b * 255)
proc gray*(self: Color): float32 {.
importc: "godot_color_gray".}
proc inverted*(self: Color): Color {.
importc: "godot_color_inverted".}
proc contrasted*(self: Color): Color {.
importc: "godot_color_contrasted".}
proc lerp*(self: Color; b: Color; t: float32): Color {.
importc: "godot_color_linear_interpolate".}
proc blend*(self: Color; over: Color): Color {.
importc: "godot_color_blend".}
proc gray*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGray(self)
proc inverted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorInverted(self)
proc contrasted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorContrasted(self)
proc lerp*(self: Color; b: Color; t: float32): Color {.inline.} =
getGDNativeAPI().colorLinearInterpolate(self, b, t)
proc blend*(self: Color; over: Color): Color {.inline.} =
getGDNativeAPI().colorBlend(self, over)
proc `==`*(a, b: Color): bool {.inline.} =
a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a

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@ -1,8 +1,8 @@
# Copyright 2017 Xored Software, Inc.
import hashes
import internal.godotstrings, internal.godotdictionaries,
internal.godotvariants
import internal.godotinternaltypes, internal.godotdictionaries,
internal.godotvariants, internal.godotstrings
type
Dictionary* = ref object

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@ -2,61 +2,6 @@
import math
type
Error* {.size: sizeof(cint), pure.} = enum
OK,
Failed, ## Generic fail error
Unavailable, ## What is requested is unsupported/unavailable
Unconfigured, ## The object being used hasnt been properly set up yet
Unauthorized, ## Missing credentials for requested resource
ParameterRangeError, ## Parameter given out of range (5)
OutOfMemory, ## Out of memory
FileNotFound,
FileBadDrive,
FileBadPath,
FileNoPermission, ## (10)
FileAlreadyInUse,
FileCantOpen,
FileCantWrite,
FileCantRead,
FileUnrecognized, ## (15)
FileCorrupt,
FileMissingDependencies,
FileEOF,
CantOpen, ## Can't open a resource/socket/file
CantCreate, ## (20)
QueryFailed,
AlreadyInUse,
Locked, ## resource is locked
Timeout,
CantConnect, ## (25)
CantResolve,
ConnectionError,
CantAquireResource,
CantFork,
InvalidData, ## Data passed is invalid (30)
InvalidParameter, ## Parameter passed is invalid
AlreadyExists, ## When adding, item already exists
DoesNotExist, ## When retrieving/erasing, it item does not exist
DatabaseCantRead, ## Database is full
DatabaseCantWrite, ## Database is full (35)
CompilationFailed,
MethodNotFound,
LinkFailed,
ScriptFailed,
CyclicLink, ## (40)
InvalidDeclaration,
DuplicateSymbol,
PauseError,
Busy,
Skip, ## (45)
Help, ## user requested help!!
Bug,
## a bug in the software certainly happened, due to a double
## check failing or unexpected behavior.
PrinterOnFire, ## the parallel port printer is engulfed in flames
WTF ## shit happens, has never been used, though
# math helpers
const EPSILON = 0.00001'f32

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@ -0,0 +1,102 @@
# Copyright 2017 Xored Software, Inc.
type
Color* {.byref.} = object
r*: float32
g*: float32
b*: float32
a*: float32
Vector3* {.byref.} = object
x*: float32
y*: float32
z*: float32
Vector2* {.byref.} = object
x*: float32
y*: float32
Plane* {.byref.} = object
normal*: Vector3
d*: float32
Basis* {.byref.} = object
elements*: array[3, Vector3]
Quat* {.byref.} = object
x*: float32
y*: float32
z*: float32
w*: float32
Rect3* {.byref.} = object
position*: Vector3
size*: Vector3
Rect2* {.byref.} = object
position*: Vector2
size*: Vector2
Transform2D* {.byref.} = object
elements*: array[3, Vector2]
Transform* {.byref.} = object
basis*: Basis
origin*: Vector3
RID* {.byref.} = object
data: array[sizeof(int), byte]
Error* {.size: sizeof(cint), pure.} = enum
OK,
Failed, ## Generic fail error
Unavailable, ## What is requested is unsupported/unavailable
Unconfigured, ## The object being used hasnt been properly set up yet
Unauthorized, ## Missing credentials for requested resource
ParameterRangeError, ## Parameter given out of range (5)
OutOfMemory, ## Out of memory
FileNotFound,
FileBadDrive,
FileBadPath,
FileNoPermission, ## (10)
FileAlreadyInUse,
FileCantOpen,
FileCantWrite,
FileCantRead,
FileUnrecognized, ## (15)
FileCorrupt,
FileMissingDependencies,
FileEOF,
CantOpen, ## Can't open a resource/socket/file
CantCreate, ## (20)
QueryFailed,
AlreadyInUse,
Locked, ## resource is locked
Timeout,
CantConnect, ## (25)
CantResolve,
ConnectionError,
CantAquireResource,
CantFork,
InvalidData, ## Data passed is invalid (30)
InvalidParameter, ## Parameter passed is invalid
AlreadyExists, ## When adding, item already exists
DoesNotExist, ## When retrieving/erasing, it item does not exist
DatabaseCantRead, ## Database is full
DatabaseCantWrite, ## Database is full (35)
CompilationFailed,
MethodNotFound,
LinkFailed,
ScriptFailed,
CyclicLink, ## (40)
InvalidDeclaration,
DuplicateSymbol,
PauseError,
Busy,
Skip, ## (45)
Help, ## user requested help!!
Bug,
## a bug in the software certainly happened, due to a double
## check failing or unexpected behavior.
PrinterOnFire, ## the parallel port printer is engulfed in flames
WTF ## shit happens, has never been used, though

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@ -1,6 +1,7 @@
# Copyright 2017 Xored Software, Inc.
import internal.godotnodepaths, internal.godotstrings
import internal.godotinternaltypes, internal.godotnodepaths,
internal.godotstrings
type
NodePath* = ref object

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@ -2,72 +2,59 @@
import vector3
import internal.godotstrings
import internal.godotinternaltypes, godotcoretypes, gdnativeapi
type
Plane* {.byref.} = object
normal*: Vector3
d*: float32
proc initPlane*(a, b, c, d: float32): Plane {.inline.} =
getGDNativeAPI().planeNewWithReals(result, a, b, c, d)
proc initPlane(dest: var Plane; a, b, c, d: float32) {.
importc: "godot_plane_new_with_reals".}
proc initPlane(dest: var Plane; v1, v2, v3: Vector3) {.
importc: "godot_plane_new_with_vectors".}
proc initPlane(dest: var Plane; normal: Vector3; d: float32) {.
importc: "godot_plane_new_with_normal".}
proc initPlane*(v1, v2, v3: Vector3): Plane {.inline.} =
getGDNativeAPI().planeNewWithVectors(result, v1, v2, v3)
proc initPlane*(a, b, c, d: float32): Plane =
initPlane(result, a, b, c, d)
proc initPlane*(v1, v2, v3: Vector3): Plane =
initPlane(result, v1, v2, v3)
proc initPlane*(normal: Vector3; d: float32): Plane =
initPlane(result, normal, d)
proc toGodotString(self: Plane): GodotString {.
noSideEffect,
importc: "godot_plane_as_string".}
proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
result = Plane(
normal: normal,
d: d
)
proc `$`*(self: Plane): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().planeAsString(self)
proc normalized*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeNormalized(self)
proc center*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeCenter(self)
proc getAnyPoint*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeGetAnyPoint(self)
proc isPointOver*(self: Plane; point: Vector3): bool {.inline.} =
getGDNativeAPI().planeIsPointOver(self, point)
proc distanceTo*(self: Plane; point: Vector3): float32 {.inline.} =
getGDNativeAPI().planeDistanceTo(self, point)
proc normalized*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_normalized".}
proc center*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_center".}
proc getAnyPoint*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_get_any_point".}
proc isPointOver*(self: Plane; point: Vector3): bool {.
noSideEffect,
importc: "godot_plane_is_point_over".}
proc distanceTo*(self: Plane; point: Vector3): float32 {.
noSideEffect,
importc: "godot_plane_distance_to".}
proc contains*(self: Plane; point: Vector3;
epsilon: float32): bool {.
noSideEffect,
importc: "godot_plane_has_point".}
proc project*(self: Plane; point: Vector3): Vector3 {.
noSideEffect,
importc: "godot_plane_project".}
epsilon: float32): bool {.inline.} =
getGDNativeAPI().planeHasPoint(self, point, epsilon)
proc project*(self: Plane; point: Vector3): Vector3 {.inline.} =
getGDNativeAPI().planeProject(self, point)
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.
noSideEffect,
importc: "godot_plane_intersect_3".}
b, c: Plane): bool {.inline.} =
getGDNativeAPI().planeIntersect3(self, dest, b, c)
proc intersectsRay*(self: Plane; dest: var Vector3;
v, dir: Vector3): bool {.
noSideEffect,
importc: "godot_plane_intersects_ray".}
v, dir: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsRay(self, dest, v, dir)
proc intersectsSegment*(self: Plane; dest: var Vector3;
segmentBegin, segmentEnd: Vector3): bool {.
noSideEffect, importc: "godot_plane_intersects_segment".}
proc `-`*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_operator_neg".}
proc `==`*(a, b: Plane): bool {.
noSideEffect,
importc: "godot_plane_operator_equal".}
segmentBegin, segmentEnd: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsSegment(self, dest, segmentBegin, segmentEnd)
proc `-`*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeOperatorNeg(self)
proc `==`*(a, b: Plane): bool {.inline.} =
getGDNativeAPI().planeOperatorEqual(a, b)

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@ -1,7 +1,8 @@
# Copyright 2017 Xored Software, Inc.
import vector2, vector3, colors
import internal.godotpoolarrays, internal.godotstrings
import godotcoretypes
import internal.godotinternaltypes, internal.godotpoolarrays,
internal.godotstrings
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
@ -51,9 +52,6 @@ template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
proc add*(self: var T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc addFirst*(self: var T, data: DataT) {.inline.} =
self.fieldName.addFirst(data)
proc insert*(self: var T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
@ -93,7 +91,7 @@ definePoolArrayBase(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray)
import godotbase, arrays
import arrays
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
@ -122,11 +120,6 @@ proc add*(self: var PoolStringArray; data: string) =
self.godotPoolStringArray.add(s)
s.deinit()
proc addFirst*(self: var PoolStringArray, data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.addFirst(s)
s.deinit()
proc insert*(self: var PoolStringArray; idx: int; data: string): Error =
var s = data.toGodotString()
result = self.godotPoolStringArray.insert(idx.cint, s)

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@ -1,91 +1,78 @@
# Copyright (c) 2017 Xored Software, Inc.
import vector3
import internal.godotstrings
type
Quat* {.byref.} = object
x*: float32
y*: float32
z*: float32
w*: float32
proc initQuat(dest: var Quat; x, y, z, w: float32) {.
importc: "godot_quat_new".}
proc initQuat(dest: var Quat; axis: Vector3; angle: float32) {.
importc: "godot_quat_new_with_axis_angle".}
import internal.godotinternaltypes, godotcoretypes, gdnativeapi
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
initQuat(result, x, y, z, w)
result = Quat(
x: x,
y: y,
z: z,
w: w
)
proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
initQuat(result, axis, angle)
proc toGodotString(self: Quat): GodotString {.
noSideEffect,
importc: "godot_quat_as_string".}
getGDNativeAPI().quatNewWithAxisAngle(result, axis, angle)
proc `$`*(self: Quat): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().quatAsString(self)
proc length*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLength(self)
proc lengthSquared*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLengthSquared(self)
proc normalized*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatNormalized(self)
proc isNormalized*(self: Quat): bool {.inline.} =
getGDNativeAPI().quatIsNormalized(self)
proc inverse*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatInverse(self)
proc dot*(a, b: Quat): float32 {.inline.} =
getGDNativeAPI().quatDot(a, b)
proc xform*(self: Quat; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().quatXform(self, v)
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerp(self, b, t)
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerpni(self, b, t)
proc cubicSlerp*(self, b, preA, postB: Quat;
t: float32): Quat {.inline.} =
getGDNativeAPI().quatCubicSlerp(self, b, preA, postB, t)
proc `*`*(a: Quat, b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorMultiply(a, b)
proc length*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length".}
proc lengthSquared*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length_squared".}
proc normalized*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_normalized".}
proc isNormalized*(self: Quat): bool {.
noSideEffect,
importc: "godot_quat_is_normalized".}
proc inverse*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_inverse".}
proc dot*(a, b: Quat): float32 {.
noSideEffect,
importc: "godot_quat_dot".}
proc xform*(self: Quat; v: Vector3): Vector3 {.
noSideEffect,
importc: "godot_quat_xform".}
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerp".}
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerpni".}
proc cubicSlerp*(self, b, pre_a, post_b: Quat;
t: float32): Quat {.
noSideEffect,
importc: "godot_quat_cubic_slerp".}
proc `*`*(a: Quat, b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_multiply".}
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_add".}
proc `+`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorAdd(a, b)
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_substract".}
proc `-`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorSubtract(a, b)
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_divide".}
proc `/`*(self: Quat; b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorDivide(self, b)
proc `/=`*(self: var Quat, b: float32) {.inline.} =
self = self / b
proc `==`*(a, b: Quat): bool {.
noSideEffect,
importc: "godot_quat_operator_equal".}
proc `-`*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_neg".}
proc `==`*(a, b: Quat): bool {.inline.} =
getGDNativeAPI().quatOperatorEqual(a, b)
proc `-`*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorNeg(self)

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@ -1,13 +1,7 @@
# Copyright (c) 2017 Xored Software, Inc.
import vector2
import internal.godotstrings
type
Rect2* {.byref.} = object
position*: Vector2
size*: Vector2
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
proc initRect2*(pos, size: Vector2): Rect2 {.inline.} =
Rect2(position: pos, size: size)
@ -15,40 +9,35 @@ proc initRect2*(pos, size: Vector2): Rect2 {.inline.} =
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc toGodotString(self: Rect2): GodotString {.
noSideEffect,
importc: "godot_rect2_as_string".}
proc `$`*(self: Rect2): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().rect2AsString(self)
proc area*(self: Rect2): float32 {.
noSideEffect,
importc: "godot_rect2_get_area".}
proc intersects*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_intersects".}
proc encloses*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_encloses".}
proc hasNoArea*(self: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_has_no_area".}
proc clip*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_clip".}
proc merge*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_merge".}
proc contains*(self: Rect2; point: Vector2): bool {.
noSideEffect,
importc: "godot_rect2_has_point".}
proc grow*(self: Rect2; by: float32): Rect2 {.
noSideEffect,
importc: "godot_rect2_grow".}
proc expand*(self: Rect2; to: Vector2): Rect2 {.
noSideEffect,
importc: "godot_rect2_expand".}
proc `==`*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_operator_equal".}
proc area*(self: Rect2): float32 {.inline.} =
getGDNativeAPI().rect2GetArea(self)
proc intersects*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2Intersects(a, b)
proc encloses*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2Encloses(a, b)
proc hasNoArea*(self: Rect2): bool {.inline.} =
getGDNativeAPI().rect2HasNoArea(self)
proc clip*(self, b: Rect2): Rect2 {.inline.} =
getGDNativeAPI().rect2Clip(self, b)
proc merge*(self, b: Rect2): Rect2 {.inline.} =
getGDNativeAPI().rect2Merge(self, b)
proc contains*(self: Rect2; point: Vector2): bool {.inline.} =
getGDNativeAPI().rect2HasPoint(self, point)
proc grow*(self: Rect2; by: float32): Rect2 {.inline.} =
getGDNativeAPI().rect2Grow(self, by)
proc expand*(self: Rect2; to: Vector2): Rect2 {.inline.} =
getGDNativeAPI().rect2Expand(self, to)
proc `==`*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2OperatorEqual(a, b)

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@ -1,84 +1,72 @@
# Copyright (c) 2017 Xored Software, Inc.
import planes, vector3
import internal.godotstrings
type
Rect3* {.byref.} = object
position*: Vector3
size*: Vector3
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
proc initRect3*(pos, size: Vector3): Rect3 {.inline.} =
Rect3(position: pos, size: size)
proc toGodotString(self: Rect3): GodotString {.
noSideEffect,
importc: "godot_rect3_as_string".}
proc `$`*(self: Rect3): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().rect3AsString(self)
proc area*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_area".}
proc hasNoArea*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_area".}
proc hasNoSurface*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_surface".}
proc intersects*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_intersects".}
proc encloses*(self, other: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_encloses".}
proc merge*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_merge".}
proc intersection*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_intersection".}
proc intersectsPlane*(self: Rect3; plane: Plane): bool {.
noSideEffect,
importc: "godot_rect3_intersects_plane".}
proc intersectsSegment*(self: Rect3; start, to: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_intersects_segment".}
proc contains*(self: Rect3; point: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_has_point".}
proc getSupport*(self: Rect3; dir: Vector3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_support".}
proc getLongestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis".}
proc getLongestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_index".}
proc getLongestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_size".}
proc getShortestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis".}
proc getShortestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_index".}
proc getShortestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_size".}
proc expand*(self: Rect3; toPoint: Vector3): Rect3 {.
noSideEffect,
importc: "godot_rect3_expand".}
proc grow*(self: Rect3; by: float32): Rect3 {.
noSideEffect,
importc: "godot_rect3_grow".}
proc getEndpoint*(self: Rect3; idx: cint): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_endpoint".}
proc `==`*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_operator_equal".}
proc area*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetArea(self)
proc hasNoArea*(self: Rect3): bool {.inline.} =
getGDNativeAPI().rect3HasNoArea(self)
proc hasNoSurface*(self: Rect3): bool {.inline.} =
getGDNativeAPI().rect3HasNoSurface(self)
proc intersects*(self, other: Rect3): bool {.inline.} =
getGDNativeAPI().rect3Intersects(self, other)
proc encloses*(self, other: Rect3): bool {.inline.} =
getGDNativeAPI().rect3Encloses(self, other)
proc merge*(self, other: Rect3): Rect3 {.inline.} =
getGDNativeAPI().rect3Merge(self, other)
proc intersection*(self, other: Rect3): Rect3 {.inline.} =
getGDNativeAPI().rect3Intersection(self, other)
proc intersectsPlane*(self: Rect3; plane: Plane): bool {.inline.} =
getGDNativeAPI().rect3IntersectsPlane(self, plane)
proc intersectsSegment*(self: Rect3; start, to: Vector3): bool {.inline.} =
getGDNativeAPI().rect3IntersectsSegment(self, start, to)
proc contains*(self: Rect3; point: Vector3): bool {.inline.} =
getGDNativeAPI().rect3HasPoint(self, point)
proc getSupport*(self: Rect3; dir: Vector3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetSupport(self, dir)
proc getLongestAxis*(self: Rect3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetLongestAxis(self)
proc getLongestAxisIndex*(self: Rect3): cint {.inline.} =
getGDNativeAPI().rect3GetLongestAxisIndex(self)
proc getLongestAxisSize*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetLongestAxisSize(self)
proc getShortestAxis*(self: Rect3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetShortestAxis(self)
proc getShortestAxisIndex*(self: Rect3): cint {.inline.} =
getGDNativeAPI().rect3GetShortestAxisIndex(self)
proc getShortestAxisSize*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetShortestAxisSize(self)
proc expand*(self: Rect3; toPoint: Vector3): Rect3 {.inline.} =
getGDNativeAPI().rect3Expand(self, toPoint)
proc grow*(self: Rect3; by: float32): Rect3 {.inline.} =
getGDNativeAPI().rect3Grow(self, by)
proc getEndpoint*(self: Rect3; idx: cint): Vector3 {.inline.} =
getGDNativeAPI().rect3GetEndpoint(self, idx)
proc `==`*(a, b: Rect3): bool {.inline.} =
getGDNativeAPI().rect3OperatorEqual(a, b)

View file

@ -1,31 +1,21 @@
import internal.godotobjects
# Copyright (c) 2017 Xored Software, Inc.
type
RID* {.byref.} = object
data: array[sizeof(int), byte]
proc initRID(dest: var RID) {.
importc: "godot_rid_new".}
proc initRID(dest: var RID; obj: ptr GodotObject) {.
importc: "godot_rid_new_with_resource".}
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
proc initRID*(): RID {.inline.} =
initRID(result)
getGDNativeAPI().ridNew(result)
proc initRID*(obj: ptr GodotObject): RID {.inline.} =
initRID(result, obj)
proc idCInt(self: RID): cint {.
noSideEffect,
importc: "godot_rid_get_id".}
getGDNativeAPI().ridNewWithResource(result, obj)
proc id*(self: RID): uint32 {.inline.} =
cast[uint32](self.idCInt())
cast[uint32](getGDNativeAPI().ridGetId(self))
proc `$`*(self: RID): string =
proc `$`*(self: RID): string {.inline.} =
$self.id
proc `==`*(a, b: RID): bool {.
importc: "godot_rid_operator_equal".}
proc `<`*(a, b: RID): bool {.
importc: "godot_rid_operator_less".}
proc `==`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorEqual(a, b)
proc `<`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorLess(a, b)

View file

@ -1,76 +1,73 @@
# Copyright (c) 2017 Xored Software, Inc.
import vector2, rect2
import internal.godotstrings
type
Transform2D* {.byref.} = object
elements*: array[3, Vector2]
proc initTransform2D(dest: var Transform2D) {.
importc: "godot_transform2d_new_identity".}
proc initTransform2D(dest: var Transform2D; rot: float32; pos: Vector2) {.
importc: "godot_transform2d_new".}
proc initTransform2D(dest: var Transform2D; xAxis, yAxis, origin: Vector2) {.
importc: "godot_transform2d_new_axis_origin".}
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
proc initTransform2D*(): Transform2D {.inline.} =
initTransform2D(result)
getGDNativeAPI().transform2DNewIdentity(result)
proc initTransform2D*(rot: float32; pos: Vector2): Transform2D {.inline.} =
initTransform2D(result, rot, pos)
getGDNativeAPI().transform2DNew(result, rot, pos)
proc initTransform2D*(xAxis, yAxis, origin: Vector2): Transform2D {.inline.} =
initTransform2D(result, xAxis, yAxis, origin)
proc toGodotString(self: Transform2D): GodotString {.
importc: "godot_transform2d_as_string".}
getGDNativeAPI().transform2DNewAxisOrigin(result, xAxis, yAxis, origin)
proc `$`*(self: Transform2D): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().transform2DAsString(self)
proc inverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_inverse".}
proc affineInverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_affine_inverse".}
proc rotation*(self: Transform2D): float32 {.
importc: "godot_transform2d_get_rotation".}
proc origin*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_origin".}
proc scale*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_scale".}
proc orthonormalized*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_orthonormalized".}
proc rotated*(self: Transform2D; phi: float32): Transform2D {.
importc: "godot_transform2d_rotated".}
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.
importc: "godot_transform2d_scaled".}
proc translated*(self: Transform2D;
offset: Vector2): Transform2D {.
importc: "godot_transform2d_translated".}
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_vector2".}
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_inv_vector2".}
proc basisXformVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_vector2".}
proc basisXformInvVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_inv_vector2".}
proc xformRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_rect2".}
proc xformInvRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_inv_rect2".}
proc inverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DInverse(self)
proc affineInverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DAffineInverse(self)
proc rotation*(self: Transform2D): float32 {.inline.} =
getGDNativeAPI().transform2DGetRotation(self)
proc origin*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetOrigin(self)
proc scale*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetScale(self)
proc orthonormalized*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOrthonormalized(self)
proc rotated*(self: Transform2D; phi: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DRotated(self, phi)
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DScaled(self, scale)
proc translated*(self: Transform2D; offset: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DTranslated(self, offset)
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformVector2(self, v)
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformInvVector2(self, v)
proc basisXformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformVector2(self, v)
proc basisXformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformInvVector2(self, v)
proc xformRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformRect2(self, rect)
proc xformInvRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformInvRect2(self, rect)
proc interpolateWith*(self, m: Transform2D;
c: float32): Transform2D {.
importc: "godot_transform2d_interpolate_with".}
proc `==`*(a, b: Transform2D): bool {.
importc: "godot_transform2d_operator_equal".}
proc `*`*(a, b: Transform2D): Transform2D {.
importc: "godot_transform2d_operator_multiply".}
c: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DInterpolateWith(self, m, c)
proc `==`*(a, b: Transform2D): bool {.inline.} =
getGDNativeAPI().transform2DOperatorEqual(a, b)
proc `*`*(a, b: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOperatorMultiply(a, b)
proc `*=`*(a: var Transform2D, b: Transform2D) {.inline.} =
a = a * b

View file

@ -1,13 +1,7 @@
# Copyright (c) 2017 Xored Software, Inc.
import basis, vector3, planes, rect3
import internal.godotstrings
type
Transform* {.byref.} = object
basis*: Basis
origin*: Vector3
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
import basis
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
@ -23,45 +17,54 @@ proc initTransform*(xAxis, yAxis, zAxis,
proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
Transform(basis: basis, origin: origin)
proc toGodotString(self: Transform): GodotString {.
importc: "godot_transform_as_string".}
proc `$`*(self: Transform): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().transformAsString(self)
proc inverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformInverse(self)
proc affineInverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformAffineInverse(self)
proc orthonormalized*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformOrthonormalized(self)
proc inverse*(self: Transform): Transform {.
importc: "godot_transform_inverse".}
proc affineInverse*(self: Transform): Transform {.
importc: "godot_transform_affine_inverse".}
proc orthonormalized*(self: Transform): Transform {.
importc: "godot_transform_orthonormalized".}
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.
importc: "godot_transform_rotated".}
proc scaled*(self: Transform; scale: Vector3): Transform {.
importc: "godot_transform_scaled".}
proc translated*(self: Transform; offset: Vector3): Transform {.
importc: "godot_transform_translated".}
proc lookingAt*(self: Transform;
target, up: Vector3): Transform {.
importc: "godot_transform_looking_at".}
phi: float32): Transform {.inline.} =
getGDNativeAPI().transformRotated(self, axis, phi)
proc xformPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_plane".}
proc xformInvPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_inv_plane".}
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_vector3".}
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_inv_vector3".}
proc xformRect3*(self: Transform; v: Rect3): Rect3 {.
importc: "godot_transform_xform_rect3".}
proc xformInvRect3*(self: Transform; v: Rect3): Rect3 {.
importc: "godot_transform_xform_inv_rect3".}
proc scaled*(self: Transform; scale: Vector3): Transform {.inline.} =
getGDNativeAPI().transformScaled(self, scale)
proc `==`*(self: Transform; b: Transform): bool {.
importc: "godot_transform_operator_equal".}
proc `*`*(a, b: Transform): Transform {.
importc: "godot_transform_operator_multiply".}
proc `*=`*(a: var Transform, b: Transform) {.inline.} =
a = a * b
proc translated*(self: Transform; offset: Vector3): Transform {.inline.} =
getGDNativeAPI().transformTranslated(self, offset)
proc lookingAt*(self: Transform; target, up: Vector3): Transform {.inline.} =
getGDNativeAPI().transformLookingAt(self, target, up)
proc xformPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformPlane(self, plane)
proc xformInvPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformInvPlane(self, plane)
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformVector3(self, v)
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformInvVector3(self, v)
proc xformRect3*(self: Transform; rect: Rect3): Rect3 {.inline.} =
getGDNativeAPI().transformXformRect3(self, rect)
proc xformInvRect3*(self: Transform; rect: Rect3): Rect3 {.inline.} =
getGDNativeAPI().transformXformInvRect3(self, rect)
proc `==`*(self: Transform; b: Transform): bool {.inline.} =
getGDNativeAPI().transformOperatorEqual(self, b)
proc `*`*(self, other: Transform): Transform {.inline.} =
getGDNativeAPI().transformOperatorMultiply(self, other)
proc `*=`*(self: var Transform, other: Transform) {.inline.} =
self = self * other

View file

@ -1,7 +1,8 @@
import tables
import internal.godotobjects, internal.godotvariants, internal.godotpoolarrays,
internal.godotstrings, internal.godotnodepaths
import godotcoretypes
import internal.godotinternaltypes, internal.godotvariants,
internal.godotstrings
type
Variant* = ref object
@ -267,5 +268,5 @@ proc `<`*(self, other: Variant): bool =
proc hashCompare*(self, other: Variant): bool =
self.godotVariant.hashCompare(other.godotVariant)
proc booleanize*(self: Variant; isValid: var bool): bool =
self.godotVariant.booleanize(isValid)
proc booleanize*(self: Variant): bool =
self.godotVariant.booleanize()

View file

@ -1,109 +1,121 @@
# Copyright (c) 2017 Xored Software, Inc.
import internal.godotstrings
type
Vector2* {.byref.} = object
x*: float32
y*: float32
import internal.godotinternaltypes, godotcoretypes, gdnativeapi
proc vec2*(x, y: float32): Vector2 {.inline.} =
Vector2(x: x, y: y)
proc toGodotString(self: Vector2): GodotString {.
importc: "godot_vector2_as_string".}
proc `$`*(self: Vector2): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().vector2AsString(self)
proc normalized*(self: Vector2): Vector2 {.
importc: "godot_vector2_normalized".}
proc length*(self: Vector2): float32 {.
importc: "godot_vector2_length".}
proc angle*(self: Vector2): float32 {.
importc: "godot_vector2_angle".}
proc lengthSquared*(self: Vector2): float32 {.
importc: "godot_vector2_length_squared".}
proc isNormalized*(self: Vector2): bool {.
importc: "godot_vector2_is_normalized".}
proc distanceTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_to".}
proc distanceSquaredTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_squared_to".}
proc angleTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to".}
proc angleToPoint*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to_point".}
proc lerp*(self, b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_linear_interpolate".}
proc cubicInterpolate*(self, b, pre_a, post_b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_cubic_interpolate".}
proc rotated*(self: Vector2; phi: float32): Vector2 {.
importc: "godot_vector2_rotated".}
proc tangent*(self: Vector2): Vector2 {.
importc: "godot_vector2_tangent".}
proc floor*(self: Vector2): Vector2 {.
importc: "godot_vector2_floor".}
proc snapped*(self: Vector2; by: Vector2): Vector2 {.
importc: "godot_vector2_snapped".}
proc aspect*(self: Vector2): float32 {.
importc: "godot_vector2_aspect".}
proc dot*(a, b: Vector2): float32 {.
importc: "godot_vector2_dot".}
proc slide*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_slide".}
proc bounce*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_bounce".}
proc reflect*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_reflect".}
proc abs*(self: Vector2): Vector2 {.
importc: "godot_vector2_abs".}
proc clamped*(self: Vector2; length: float32): Vector2 {.
importc: "godot_vector2_clamped".}
proc normalized*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Normalized(self)
proc `+`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_add".}
proc `+=`*(a: var Vector2, b: Vector2) {.inline.} =
a += b
proc length*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Length(self)
proc `-`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_substract".}
proc `-=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a - b
proc angle*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Angle(self)
proc `*`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_multiply_vector".}
proc lengthSquared*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2LengthSquared(self)
proc `*=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a * b
proc isNormalized*(self: Vector2): bool {.inline.} =
getGDNativeAPI().vector2IsNormalized(self)
proc distanceTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2DistanceTo(self, to)
proc distanceSquaredTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2DistanceSquaredTo(self, to)
proc angleTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2AngleTo(self, to)
proc angleToPoint*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2AngleToPoint(self, to)
proc lerp*(self, b: Vector2; t: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2LinearInterpolate(self, b, t)
proc cubicInterpolate*(self, b, preA, postB: Vector2;
t: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2CubicInterpolate(self, b, preA, postB, t)
proc rotated*(self: Vector2; phi: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2Rotated(self, phi)
proc tangent*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Tangent(self)
proc floor*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Floor(self)
proc snapped*(self: Vector2; by: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Snapped(self, by)
proc aspect*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Aspect(self)
proc dot*(a, b: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Dot(a, b)
proc slide*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Slide(self, n)
proc bounce*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Bounce(self, n)
proc reflect*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Reflect(self, n)
proc abs*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Abs(self)
proc clamped*(self: Vector2; length: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2Clamped(self, length)
proc `+`*(self, other: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2OperatorAdd(self, other)
proc `+=`*(self: var Vector2, other: Vector2) {.inline.} =
self += other
proc `-`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorSubtract(self, other)
proc `-=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self - other
proc `*`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorMultiplyVector(self, other)
proc `*=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self * other
proc `*`*(self: Vector2, scalar: float32): Vector2 =
getGDNativeAPI().vector2OperatorMultiplyScalar(self, scalar)
proc `*`*(self: Vector2, scalar: float32): Vector2 {.
importc: "godot_vector2_operator_multiply_scalar".}
proc `*=`*(self: var Vector2, scalar: float32) {.inline.} =
self = self * scalar
proc `/`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_divide_vector".}
proc `/=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a / b
proc `/`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorDivideVector(self, other)
proc `/=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self / other
proc `/`*(self: Vector2; scalar: float32): Vector2 =
getGDNativeAPI().vector2OperatorDivideScalar(self, scalar)
proc `/`*(self: Vector2; scalar: float32): Vector2 {.
importc: "godot_vector2_operator_divide_scalar".}
proc `/=`*(self: var Vector2; scalar: float32) {.inline.} =
self = self / scalar
proc `==`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_equal".}
proc `<`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_less".}
proc `-`*(self: Vector2): Vector2 {.
importc: "godot_vector2_operator_neg".}
proc `==`*(self, other: Vector2): bool {.inline.} =
getGDNativeAPI().vector2OperatorEqual(self, other)
proc `x=`*(self: var Vector2; x: float32) {.
importc: "godot_vector2_set_x".}
proc `y=`*(self: var Vector2; y: float32) {.
importc: "godot_vector2_set_y".}
proc x*(self: Vector2): float32 {.
importc: "godot_vector2_get_x".}
proc y*(self: Vector2): float32 {.
importc: "godot_vector2_get_y".}
proc `<`*(self, other: Vector2): bool {.inline.} =
getGDNativeAPI().vector2OperatorLess(self, other)
proc `-`*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2OperatorNeg(self)

View file

@ -1,13 +1,7 @@
# Copyright (c) 2017 Xored Software, Inc.
import math
import godotbase
type
Vector3* {.byref.} = object
x*: float32
y*: float32
z*: float32
import godotbase, godotcoretypes
proc vec3*(): Vector3 {.inline.} =
Vector3()