Compare commits

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156 commits

Author SHA1 Message Date
Ruslan Mustakov
4175dbb3e5 Bump version to 0.8.2 2021-05-03 23:18:50 +07:00
7eadb07820 Move template below arrays import
Fixes #81 

Alternate workaround for https://github.com/nim-lang/Nim/issues/16462 without changing VariantType.
2021-05-03 23:17:18 +07:00
Jason
00d8ac2691 Support nim case insensitivy in pragmas 2021-03-12 11:09:55 +07:00
Arun Dilipan
388bea9205 Added moveToward for vectors. 2020-12-13 12:13:41 +07:00
ShalokShalom
f25c3c7a5d Clarify version compability
One guy in the chat just asked me, if this binding is for 3.0 only, or also for 3.2.3
2020-10-17 13:22:31 +07:00
Ruslan Mustakov
d3e5f91b40 Fix wrapping methods with Array return types 2020-08-14 01:44:48 +07:00
Ruslan Mustakov
3f46e3c648 Break reference cycle in NimGodotObject 2020-06-05 16:53:34 +07:00
Ruslan Mustakov
87707a86b4 Remove Travis badge from README
Need to fix the CI script.
2020-06-03 18:06:18 +07:00
Ruslan Mustakov
031774f54f More efficient and GC-safe conversions in API generator 2020-06-03 17:58:47 +07:00
Ruslan Mustakov
ed9ede5cb3 Up version to 0.7.27 2020-02-05 12:34:44 +07:00
Konstantin Zaitsev
a49fcbdac7 Fix variant size for 32bit platform with memory alignment 2020-02-05 11:36:42 +07:00
zetashift
157a90e4a0
add gensym in hygienic template fix thanks to demotohiro (#55)
Add gensym in hygienic template fix thanks to demotohiro
2020-02-05 11:35:50 +07:00
Ruslan Mustakov
d1b82d351c Fix unsigned int conversion to/from Variant 2019-12-23 20:53:13 +07:00
Ruslan Mustakov
78d3626fa3 Do not log error when casting fails
This allows not to perform unnecessary 'of' check before
casting, if cast failure is expected.
2019-12-04 23:58:13 +07:00
Ruslan Mustakov
1b8e7ccd98 Add variant conversion for Option[T] 2019-10-02 15:26:41 +07:00
Ruslan Mustakov
c2db807da4 Up version to 0.7.23 2019-09-20 09:20:50 +07:00
Dwana Games
7dd1b1ed5f Add self to field initialization 2019-09-20 09:20:27 +07:00
Ruslan Mustakov
2f3f4034cf Fix newVariant for nil strings and older Nim 2019-09-18 13:27:31 +07:00
Ruslan Mustakov
19b0c23d62 Finalize support for Nim 0.20
Closes #32, closes #41.
2019-09-15 20:11:15 +07:00
Dwana Games
0fecfdb3b8 Updated to work with nim 0.20
- Attempt to fix deprecated this:self pragma by injecting self to methods and properties (needs more testing)
- Changed import headers to use / (slash) instead of . (period)
- Fixed object branch in godotapigen.nim
- Fixed deprecated nimNode.ident with nimNode.strVal

Fix toGodotName function

Consider procCall calls as special cases, otherwise it gives problems in _init function

Fix infinite recursive call in Godot 3.2
2019-09-15 15:34:09 +07:00
zetashift
34fda99def Small changes to add 0.18.0 compatibility
Change toGodotName back to macro because that got fixed in devel

change isSome to isNone in godotapigen
2019-09-15 15:33:59 +07:00
Fabian Keller
3a935b9308 attempt to make 0.19 compatible
workaround for nim/macro/typedesc issue

work-around for nim-lang/Nim#7375

fixed more isNil usages

fixed new name of setStackBottom
2019-09-15 15:33:44 +07:00
Konstantin Zaitsev
f45281f5a0 Fix possible double free memory on exit 2019-09-12 18:59:11 +07:00
Ruslan Mustakov
db4bb91765 Fix editor crash in multithreaded mode 2019-07-09 13:48:54 +07:00
Ruslan Mustakov
e9d73d8ec4 Fix GDNative API procedure declarations
Earlier signature mismatch caused problems on macOS with Godot 3.1.
2018-10-11 19:06:05 +07:00
Ruslan Mustakov
859f9f04fb OrderedTable to Variant conversion support 2018-09-21 16:34:09 +07:00
Evgeny Zuev
ceaf66a34c Make classRegistry use hashes instead of strings as keys for faster lookup
Up version to 0.7.16
2018-08-29 13:44:37 +07:00
Ruslan Mustakov
fd5f77e7c2 Fix gdobj to properly handle var block 2018-08-14 17:59:24 +07:00
Evgeny Zuev
8d68051f23 Fix system.of being preferred over godot.of in some cases
Fix `as` fails when argument `obj` is not convertible to `T`
Up version to 0.7.14
2018-06-21 17:53:01 +07:00
Ruslan Mustakov
13f5aba3fe Up version to 0.7.13 2018-06-04 17:26:26 +07:00
Ruslan Mustakov
b3ad6134d9 Fix doc generation 2018-06-04 16:24:52 +07:00
Ruslan Mustakov
1e8ccfea2b Fix handling of Error as an argument in Godot API 2018-06-04 14:28:14 +07:00
Ruslan Mustakov
9e61030817 Up version to 0.7.12 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
66c939b9e6 Fix for latest Nim
Closes #23.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
76de026b4f Implement hash proc for Godot types 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
4eb771e9be Support all the default values 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
2dd0130c78 Avoid name clashes between properties and methods
Fixes #19.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
651c2d823c Handle nil object references properly
Fixes #26.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
8b1ac6d835 Fix compilation with C++ backend. Fixes #25. 2018-06-04 11:50:37 +07:00
Jon Renner
21ca9a088b export Vector2 normalize proc 2018-05-19 14:30:02 +07:00
Ruslan Mustakov
96dfc7de90 Fix for latest Nim 2018-05-16 15:06:57 +07:00
Ruslan Mustakov
a1d1481967 Add a remark to thread enter warning 2018-05-14 21:15:11 +07:00
Ruslan Mustakov
6e014bbc01 Make godotapigen use getter return type for property types
Fixes #20.
2018-04-24 11:12:49 +07:00
Ruslan Mustakov
dc6ebaf575 Fix GDNative API version check
Fixes #18.
2018-03-31 17:45:50 +07:00
Ruslan Mustakov
be6f01e3b7 More pool array features: subarray, mitems, mpairs 2018-02-22 18:55:52 +07:00
Ruslan Mustakov
d11856377e Implement Vector2 and Rect2 procs
This allows compiler to inline/optimize them, which cannot be done if
these procs are invoked via GDNative API.
2018-02-17 23:44:07 +07:00
Ruslan Mustakov
0aab6e17ef Update license year and fix doc to have Godot 3.0 download URL 2018-01-31 20:52:15 +07:00
Ruslan Mustakov
5ccf351b5a Fix Variant export 2018-01-31 20:30:13 +07:00
Ruslan Mustakov
f05eb090f7 Update after GDNative API changes 2018-01-25 17:52:58 +07:00
Ruslan Mustakov
e3216f09d0 Update ref types not to be var in parameters 2018-01-25 17:39:01 +07:00
Ruslan Mustakov
ae3171cb98 Fix Vector2 += 2018-01-15 11:01:48 +07:00
Ruslan Mustakov
d4ab8a5524 Update after recent GDNative API changes 2018-01-12 23:22:50 +07:00
Ruslan Mustakov
09326f5104 Fix Reference leak and improve gdnew performance 2018-01-11 16:52:41 +07:00
Ruslan Mustakov
d89073bac8 Do not depend on asyncdispatch
Instead, allow to register frame callbacks.
2017-12-29 11:52:00 +07:00
Ruslan Mustakov
e2feb06468 Add indexed property support 2017-12-18 17:22:12 +07:00
Ruslan Mustakov
4d19140d7c Update for latest GDNative API changes 2017-12-18 13:48:01 +07:00
Ruslan Mustakov
72dd992e66 Fix docbuild 2017-12-08 21:23:32 +07:00
Ruslan Mustakov
50835baca8 Fix travis 2017-12-08 16:50:08 +07:00
Ruslan Mustakov
c06792df8d Add vec2(). Closes #12 2017-12-08 16:07:23 +07:00
Ruslan Mustakov
8d6972f729 Fix doc generation 2017-12-08 13:21:01 +07:00
Ruslan Mustakov
0d21c361d0 Use setStackBottom for methods called from outside 2017-11-28 12:04:07 +07:00
Ruslan Mustakov
3e1e8f1073 Repair Travis build 2017-11-22 17:35:56 +07:00
Ruslan Mustakov
e2049ff1a7 Update for latest Nim 2017-11-22 16:38:28 +07:00
Ruslan Mustakov
4e24244c48 Update for latest Godot 2017-11-22 12:28:54 +07:00
Ruslan Mustakov
a1c378301a Update for latest Godot 2017-11-21 02:44:32 +07:00
Ruslan Mustakov
bf5bd54356 Rename Rect3 to AABB to sync with Godot 2017-11-20 06:52:37 +07:00
Ruslan Mustakov
cc6bfa0045 Update for latest GDNative API changes 2017-11-13 10:18:25 +07:00
Ruslan Mustakov
a93dcd1d4d Update for latest Nim 2017-11-08 11:39:07 +07:00
Ruslan Mustakov
e494dc914a Update GDNative API struct 2017-11-08 11:14:48 +07:00
Ruslan Mustakov
26570707aa Fix poll loop 2017-10-18 11:47:20 +07:00
Ruslan Mustakov
d2b86a2b94 Perform poll(0) in a loop
Temporary workaround for https://github.com/nim-lang/Nim/issues/6523
2017-10-17 16:32:07 +07:00
Ruslan Mustakov
1b47dac4e9 Fix thread_enter not to use GC 2017-10-16 20:10:16 +07:00
Ruslan Mustakov
7f73a89878 Fix $ for core types 2017-10-12 21:26:36 +07:00
Ruslan Mustakov
c5d7680e53 Change GodotClassConstructor to a safe signature 2017-10-12 20:55:45 +07:00
Ruslan Mustakov
f5abff05e6 Extend GDNative API according to the latest update 2017-10-09 14:47:28 +07:00
Ruslan Mustakov
54d962afd4 Fix void return type in godotapigen 2017-10-05 18:55:51 +07:00
Ruslan Mustakov
b62db02d8f Use GDNative API struct 2017-10-05 18:28:12 +07:00
Evgeny Zuev
cf75723fa1 Fix crash when passing nil seq to godot
Up version to 0.5.10
2017-09-19 18:26:55 +07:00
Ruslan Mustakov
178192651f Update docs regarding Nim version 2017-09-14 11:11:03 +07:00
Ruslan Mustakov
77a8cf7815 Replace ~ with of 2017-09-14 11:04:34 +07:00
Ruslan Mustakov
99934854d0 Fix Reference handling 2017-09-14 10:49:43 +07:00
Ruslan Mustakov
ee53768c13 Export generated init 2017-09-04 20:28:34 +07:00
Ruslan Mustakov
b5fd4295e6 Always generate init with super call 2017-09-04 19:29:59 +07:00
Ruslan Mustakov
e3c014a359 Up version to 0.5.6 2017-09-04 15:21:25 +07:00
Konstantin Zaitsev
2db2e413a9 Fix transform xform methods for rect3 2017-09-04 12:22:35 +07:00
Ruslan Mustakov
7e23048048 Up version to 0.5.5 2017-08-23 13:30:24 +07:00
Ruslan Mustakov
2c226b90e2 Support of enums in API generator 2017-08-23 13:30:08 +07:00
Ruslan Mustakov
fda800fd26 Avoid using godot_get_stack_bottom
It's not reliable on Android.
2017-08-23 13:29:35 +07:00
Ruslan Mustakov
3349fe2321 Up version to v0.5.4 2017-08-17 18:41:24 +07:00
Ruslan Mustakov
7a96e33f74 Treat process and fixed process as multilevel calls 2017-08-17 17:47:27 +07:00
Ruslan Mustakov
f54de5cd46 Remove wrong assertion (false for references) 2017-08-17 16:52:11 +07:00
Ruslan Mustakov
3d9839ceed Fix genSingletonWithDerived 2017-08-16 18:00:07 +07:00
Ruslan Mustakov
8d49c0b910 Register singleton-derived types. Fixes #8 2017-08-15 10:45:57 +07:00
Ruslan Mustakov
c5f6d47f3e Mark emitSignal as discardable 2017-08-14 20:22:08 +07:00
Ruslan Mustakov
6da07cada0 Up version to 0.5.1 2017-08-11 12:32:58 +07:00
Ruslan Mustakov
72e6e774a7 Remove debug code from gdobj 2017-08-11 12:30:12 +07:00
Konstantin Zaitsev
d43b10bc76 Fix nil pointer exception for variant from arrays 2017-08-11 12:22:16 +07:00
Ruslan Mustakov
53f0f230da Up version to 0.5.0 2017-08-09 17:05:29 +07:00
Ruslan Mustakov
e8ea5fbe27 Rename noExport -> noGdExport 2017-08-09 17:03:48 +07:00
Ruslan Mustakov
34753b7a27 Fix string returns in godotapigen 2017-08-09 16:34:28 +07:00
Ruslan Mustakov
fcc10071fb Fix toVariant for nil values 2017-08-08 21:58:17 +07:00
Ruslan Mustakov
a7d9aaef95 Fix initTransform 2017-08-08 21:58:03 +07:00
Ruslan Mustakov
4b6c76e776 Dont add base pragma for PhysicsBody methods 2017-08-08 19:13:51 +07:00
Ruslan Mustakov
daa56270e5 Fix object property export 2017-08-08 17:23:45 +07:00
Ruslan Mustakov
4cc9711d2f Handle nil in == 2017-08-07 22:13:42 +07:00
Ruslan Mustakov
8ef554501f Add nil check to tilde 2017-08-07 20:59:32 +07:00
Ruslan Mustakov
327cd0e18f Proper inheritance checks and conversion 2017-08-06 19:22:38 +07:00
Ruslan Mustakov
643c445f87 Allow conversion from Real to int types 2017-08-06 14:21:48 +07:00
Ruslan Mustakov
6549d90c3b Remove commented code from poolarrays 2017-08-06 13:59:33 +07:00
Ruslan Mustakov
6aaeed4dca Add missing $ to standard types 2017-08-06 13:58:54 +07:00
Ruslan Mustakov
72b706d7fe Allow to omit type when default value is present 2017-08-06 13:43:11 +07:00
Ruslan Mustakov
f91a0d0364 Allow gdExport without Nim export 2017-08-05 23:02:48 +07:00
Ruslan Mustakov
fd40716b58 print can be used similar to echo 2017-08-05 22:55:27 +07:00
Ruslan Mustakov
64a8aefeb8 Delete nimruntime 2017-08-05 22:33:51 +07:00
Ruslan Mustakov
3b89eeb9a7 Support default values 2017-08-05 22:33:21 +07:00
Ruslan Mustakov
c1c1852203 Provide type hints for standard types 2017-08-05 21:08:28 +07:00
Ruslan Mustakov
afa48455f6 Add -d:useRealtimeGc in Travis build 2017-08-04 13:23:20 +07:00
Ruslan Mustakov
fedd04229a Add varargs and openarray constructors for Array 2017-08-04 12:21:22 +07:00
Ruslan Mustakov
0062568dbc Add nativescript frame callback, deprecate NimRuntime 2017-08-04 12:02:55 +07:00
Ruslan Mustakov
e587fdf382 Add Travis status and doc link to README 2017-08-03 12:14:19 +07:00
Ruslan Mustakov
c34a2174fa Fix Travis PR check 2017-08-03 11:24:08 +07:00
Ruslan Mustakov
4d14f624b4 Add a bit of output to docpublish 2017-08-03 08:55:50 +07:00
Ruslan Mustakov
988b9e1f11 Documentation & Travis & Refactoring 2017-08-02 22:14:41 +07:00
Ruslan Mustakov
ec707ea776 Stub moved to separate repo 2017-08-01 22:50:26 +07:00
Ruslan Mustakov
294c057ff9 Suppress false warning 2017-08-01 21:06:20 +07:00
Ruslan Mustakov
0af5eb3b7f Print godotapigen progress (closes #3) 2017-08-01 20:59:34 +07:00
Ruslan Mustakov
7131cd0748 Fix GodotVariant size for 32-bit platforms 2017-08-01 20:52:56 +07:00
Ruslan Mustakov
a91fe1f713 Temporary solution for multilevel calls 2017-08-01 20:50:10 +07:00
Ruslan Mustakov
692fbe892b Support tool specifier 2017-08-01 18:25:24 +07:00
Ruslan Mustakov
0fd0101432 Rename simple -> stub 2017-07-31 22:22:40 +07:00
Ruslan Mustakov
31bd5ff4c6 NimRuntime only works during idle time 2017-07-31 21:22:25 +07:00
Ruslan Mustakov
be02bdfd9c Put internal types in their modules 2017-07-31 19:00:15 +07:00
Ruslan Mustakov
728e3012c6 Export exported fields in gdobj 2017-07-31 18:44:52 +07:00
Ruslan Mustakov
fb8c42a2cc Fix circular imports 2017-07-31 18:16:42 +07:00
Ruslan Mustakov
3b8b12833a Rename apigen/apigen.nim to godotapigen.nim 2017-07-31 15:55:52 +07:00
Ruslan Mustakov
7185682025 Dont import with '..' 2017-07-31 13:52:16 +07:00
Ruslan Mustakov
25a21072be Move alloc procs to godotinternal module 2017-07-29 22:00:21 +07:00
Ruslan Mustakov
360be5759e Define Variant and Array in their own modules 2017-07-29 21:50:11 +07:00
Ruslan Mustakov
f30df6d81b Remove redundant imports from the sample 2017-07-28 23:41:48 +07:00
Ruslan Mustakov
0fe948c4a1 Update README with sample project link 2017-07-28 23:18:43 +07:00
Ruslan Mustakov
04c97656d8 gdnew via creating NativeScript 2017-07-28 23:11:59 +07:00
Ruslan Mustakov
5884cb766a Fix invokeVarArgs return value 2017-07-28 22:38:47 +07:00
Ruslan Mustakov
712be9ca5a Add clean task to sample project 2017-07-28 18:59:54 +07:00
Ruslan Mustakov
05c858ee44 Fix invokeVarArgs 2017-07-28 18:44:01 +07:00
Ruslan Mustakov
7d91c2b5cb Fix ambiguous calls when creating Variant from ints 2017-07-28 18:26:36 +07:00
Ruslan Mustakov
bc7d12d780 Add Impl postfix to procs duplicating methods 2017-07-28 18:09:55 +07:00
Ruslan Mustakov
f5769045fc No destructors 2017-07-28 17:56:28 +07:00
Ruslan Mustakov
2fd1efcc4e Remove dependency on headers 2017-07-27 18:48:57 +07:00
Ruslan Mustakov
69cb828750 Fix enum toGodot 2017-07-27 16:58:22 +07:00
Ruslan Mustakov
4a5e0fe95f Convert nil strings to empty GodotString 2017-07-27 12:49:09 +07:00
Ruslan Mustakov
3e2d0708e2 Don't run finalizers during terminate 2017-07-27 12:18:00 +07:00
Ruslan Mustakov
0c5e2e463c Fix openarray toGodot 2017-07-27 11:36:35 +07:00
Ruslan Mustakov
94f6f7c8a7 Fix checking for void and table's toGodot 2017-07-27 11:06:26 +07:00
Ruslan Mustakov
de89df71ad Fix varargs calls 2017-07-27 00:06:45 +07:00
Ruslan Mustakov
863df0ae45 Proper handling of References 2017-07-26 22:50:10 +07:00
Ruslan Mustakov
b023775f79 Add install godot-nim step to instruction 2017-07-26 21:23:14 +07:00
105 changed files with 9942 additions and 6988 deletions

12
.gitignore vendored
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@ -1,4 +1,14 @@
nimcache/
.DS_Store
/godot/apigen/apigen
/godot/apigen/apigen.exe
/godot/godotapigen
/godot/godotapigen.exe
/docgen
/docs/docbuild
/docs/docbuild.exe
/docs/docpublish
/docs/docpublish.exe
.DS_Store

53
.travis.yml Normal file
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@ -0,0 +1,53 @@
sudo: false
language: c
os:
- osx
compiler: clang
env:
global:
- secure: o+IZkRS6J7bGYkiilm10KDeCTDIVHszZ9dPvb93cdUKX/9hFVRiUjDOvNXqBdyOv43JIAsRTppym4B2pfcp9cwLoVBJNW70GKhp6ChLZm3wFdabScWKemuG2YtAUyGiSmxbVmUZ4baltnADyGFHuYWgHLjx6AKO26SqrXRLJ0I1IzGNKKNIfoyZzm7qdFDGJRnSC7L+y1pOITK7dpy60D1vat4FhOLaz2K7L8T8tZYZFK7yyxKduFUlY3cy4z3TpjxMa9/ksCiPiuPDN5xOrVIw0AtgZ2gYodZJUEnfaRzFkgcZ4OJuTAMNMalu52mVAVAoDt4yc7BnbtfsYJzfIjTeLjjWKWz8mqqp/HpxcfVnmPKxV5zeN8UhbosT8vNjwretWbQcFndzt0ohK7E8uMsnDGER7sGPEhCZCttkId96gi7Ro1awPIKCqLaMqB43Bwo48nnW0oQgrfWe1ZKtREXWI4F1F2GMbU8Jsvv0N5GnPGd4RDieBH5KIkJXcttAwRk8AUQ4U5PVkQ/OK9xm9BH2tB0vrjZ4FZWnFPapKVcPUYw9deyyXOXwSMmDpuwkJIjqi3tRyBWJG9+tUlAJw8zyFkCPeN9kzyVH/PhbacwBMdSxew24VLAWWCUhQHCP+fcjpKio8uDUFQN3javIRV4N3mHJ9v0VAF7Ixzh8AviQ=
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- llvm-toolchain-trusty-3.9
packages:
- build-essential
- scons
- pkg-config
- libx11-dev
- libxcursor-dev
- libasound2-dev
- libfreetype6-dev
- libgl1-mesa-dev
- libglu1-mesa-dev
- libssl-dev
- libxinerama-dev
- libxrandr-dev
before_install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then rvm --default use 2.3; brew update; brew install scons ; fi
install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then export GODOT_PLATFORM=osx; else export GODOT_PLATFORM=x11; fi
- git clone --depth=1 https://github.com/nim-lang/Nim.git
- cd Nim
- git checkout devel
- sh ci/build.sh
- export PATH=$PATH:"`pwd`/bin"
- ./koch tools -d:release
- nimble install -y
- cd ..
- git clone --depth=1 https://github.com/godotengine/godot.git godotengine
- cd godotengine
- scons -j 3 platform=$GODOT_PLATFORM
- export GODOT_BIN="`pwd`/bin/godot.$GODOT_PLATFORM.tools.64"
- cd ..
script:
- set -e
- mkdir godotapi
- nim c -d:release -r godot/godotapigen.nim "$GODOT_BIN" godotapi
- nim c -d:useRealtimeGc --path:godot -c godotapi/godotall.nim
- nim c -d:release -r docs/docpublish.nim

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@ -6,10 +6,10 @@
"files.eol": "\n",
"files.trimTrailingWhitespace": true,
"nim.project": ["godot/godot.nim",
"godot/apigen/apigen.nim"],
"godot/godotapigen.nim"],
"nim.buildOnSave": false,
"nim.lintOnSave": true,
"nim.licenseString": "# Copyright 2017 Xored Software, Inc.\n\n",
"nim.licenseString": "# Copyright 2018 Xored Software, Inc.\n\n",
"files.exclude": {
"**/nimcache/**": true
}

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@ -2,7 +2,7 @@ godot-nim - Nim bindings for Godot Engine
The MIT License
Copyright (c) 2017 Xored Software Inc.
Copyright (c) 2018 Xored Software Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
associated documentation files (the "Software"), to deal in the Software without restriction,

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@ -1,6 +1,8 @@
# Nim bindings for Godot Engine
Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/dlscript-here).
Nim bindings for Godot 3 based on [GDNative](https://godotengine.org/article/dlscript-here).
Documentation: https://pragmagic.github.io/godot-nim/
## Links
@ -9,6 +11,6 @@ Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/d
## License
This project is licensed under the MIT license. Read [LICENSE](https://github.com/pragmagic/godot-nim/blob/master/LICENSE) file for details.
This project is licensed under the MIT license. Read [LICENSE](LICENSE) file for details.
Copyright (c) 2017 Xored Software, Inc.
Copyright (c) 2018 Xored Software, Inc.

161
docs/docbuild.nim Normal file
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@ -0,0 +1,161 @@
# Copyright 2018 Xored Software, Inc.
import threadpool, os, osproc, strutils, sequtils, pegs
import "../godot/godotapigen.nim"
const dirs = ["godot"/"core", "godot"/"internal", "godot"/"nim"]
const files = ["godot"/"godotapigen.nim", "godot"/"godotinternal.nim",
"godot"/"godot.nim"]
const indexFile = "docs"/"index.rst"
const gitHubUrl = "https://github.com/pragmagic/godot-nim"
proc outName(outDir, file: string): string =
outDir / file.extractFilename().changeFileExt("html")
template quoted(s: string): string =
('"' & s & '"')
proc execOrFail(cmd: string) =
echo "[exec] " & cmd
let ret = execShellCmd(cmd)
if ret != 0:
raise newException(
Exception, "Command quit with exit code " & $ret & ": " & cmd)
template withDir(dir: string, body: typed) =
let curDir = getCurrentDir()
setCurrentDir(dir)
try:
body
finally:
setCurrentDir(curDir)
iterator walkDirRec(dir: string, filter: set[PathComponent],
extensions: openarray[string]): string =
for file in walkDirRec(dir, filter):
if not extensions.anyIt(file.endsWith(it)): continue
yield file
proc genApiFiles(targetDir, godotBin: string) =
let jsonFile = targetDir / "api.json"
try:
execOrFail(quoted(godotBin) &
" --gdnative-generate-json-api " & quoted(jsonFile))
except:
# this fails unstably even if api.json is created successfully
discard
if not fileExists(jsonFile):
raise newException(Exception, "Failed to generate Godot API wrappers")
genApi(targetDir, jsonFile)
writeFile(targetDir / "nim.cfg", "path=\"$projectdir/../../godot\"")
proc extractVersion(nimbleFile: string): string =
let contents = readFile(nimbleFile)
var matches: array[1, string]
doAssert match(contents, peg"""'version' \s* '=' \s* '"' {@} '"' """, matches)
result = matches[0]
proc fixupHrefs(file: string) =
var contents = readFile(file)
contents = contents.replacef(
peg"""'href="' ('internal'/'core'/'nim') '/' {@} '"' """,
"href=\"$#\"")
if file.contains("godotapi"):
contents = contents.replacef(
peg"""'href="' {('godotinternal' / 'godot') '.html"'} """,
"href=\"../$#")
writeFile(file, contents)
proc getGitHash(): string =
result = execProcess("git rev-parse HEAD")
if result.len > 0:
result = result.replace("\L", "").replace("\r", "")
proc buildDocs*(outDir, godotNimDir, godotBin: string) =
removeDir(outDir)
createDir(outDir)
let outDirAbs = expandFilename(outDir)
let godotBinAbs = expandFilename(godotBin)
setCurrentDir(godotNimDir)
let godotNimVersion = extractVersion("godot.nimble")
putEnv("godotnimversion", godotNimVersion)
putEnv("godotnimgithub", gitHubUrl)
let gitCommit = getGitHash()
var allNimFiles = newSeq[string]()
allNimFiles.add(files)
for dir in dirs:
for file in walkDirRec(dir, {pcFile, pcDir}, [".nim"]):
allNimFiles.add(file)
for file in allNimFiles:
spawn execOrFail(
"nim doc -d:useRealtimeGc --path:godot -o:" &
quoted(outName(outDirAbs, file)) &
" --git.url:" & quoted(gitHubUrl) &
" --git.commit:" & quoted(gitCommit) &
' ' & quoted(file))
let godotApiFolder = outDirAbs / "godotapi"
createDir(godotApiFolder)
genApiFiles(godotApiFolder, godotBinAbs)
for file in walkDirRec(godotApiFolder, {pcFile, pcDir}, [".nim"]):
spawn execOrFail("nim doc -d:useRealtimeGc --path:godot -o:" &
quoted(outName(godotApiFolder, file)) & ' ' & quoted(file))
sync()
var gitHash: string
withDir(godotBinAbs.parentDir()):
gitHash = getGitHash()
if gitHash.len == 0:
raise newException(Exception,
"Godot executable is not under Git repository")
var indexContent = readFile(indexFile)
var apiList = newStringOfCap(4096)
for file in walkDirRec(godotApiFolder, {pcFile, pcDir}):
if not file.endsWith(".html"):
removeFile(file)
else:
let moduleHtml = file.extractFileName()
let moduleName = moduleHtml.changeFileExt("")
apiList.add("* `" & moduleName & " <godotapi/" & moduleHtml & ">`_\L")
indexContent = indexContent.replace("$GODOTAPI_CHANGESET_HASH", gitHash).
replace("$AUTO_GENERATED_GODOTAPI_LIST", apiList).
replace("$GODOTNIM_GITHUB_URL", gitHubUrl)
let tmpRst = outDirAbs/"index.rst"
writeFile(tmpRst, indexContent)
try:
execOrFail("nim rst2html -o:" & quoted(outName(outDirAbs, tmpRst)) &
' ' & quoted(tmpRst))
finally:
removeFile(tmpRst)
for file in walkDirRec(outDir, {pcFile, pcDir}, [".html"]):
spawn fixupHrefs(file)
sync()
when isMainModule:
const outDir = "docgen"
if not fileExists("godot.nimble"):
echo "Must be executed from godot-nim root dir"
quit(-1)
let godotBin = getEnv("GODOT_BIN")
if godotBin.len == 0:
echo "GODOT_BIN environment variable must point to Godot executable"
quit(-1)
try:
buildDocs(outDir, getCurrentDir(), godotBin)
except:
echo getCurrentExceptionMsg()
quit(-1)

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# Copyright 2018 Xored Software, Inc.
import os, pegs, strutils
import docbuild
const indexTemplate = """<html>
<head><title>godot-nim docs index</title></head>
<body>
<h1>Documentation of Nim bindings for Godot Engine (<a href="https://github.com/$REPO_SLUG">GitHub</a>)</h1><br/>
$VERSION_LIST
</body>
</html>
"""
proc execOrQuit(cmd: string) =
let ret = execShellCmd(cmd)
if ret != 0:
quit(ret)
proc walkDirRecRelative(dir: string, cb: proc (file: string), start = "") =
for kind, path in walkDir(dir, relative = true):
if kind in {pcFile, pcLinkToFile}:
cb(if start.len > 0: start / path else: path)
elif kind in {pcDir, pcLinkToDir}:
let fullPath = if start.len > 0: start / path else: path
walkDirRecRelative(dir / fullPath, cb, fullPath)
proc publish(docDir, gitHubToken, repoSlug, branch, tag, changeset: string) =
let release = if branch == "master": branch else: tag
let commitComment = if release == "master":
"Update master documentation for changeset " & changeset
else:
"Update documentation for " & tag
const repoDir = "gh-pages"
execOrQuit(
"git clone --depth=1 --branch=gh-pages https://github.com/$#.git $#" %
[repoSlug, repoDir])
try:
removeDir(repoDir/release)
createDir(repoDir/release)
var versionList = newStringOfCap(4096)
for kind, path in walkDir(repoDir, relative = true):
if kind == pcDir and not path.startsWith("."):
versionList.add("<a href='$1/index.html'>$1</a><br/>" % path)
let index = indexTemplate.replace("$REPO_SLUG", repoSlug).
replace("$VERSION_LIST", versionList)
writeFile(repoDir/"index.html", index)
walkDirRecRelative(docDir) do (file: string):
createDir(parentDir(repoDir/release/file))
copyFile(docDir/file, repoDir/release/file)
setCurrentDir(repoDir)
try:
execOrQuit("git add --all")
execOrQuit("git commit -m \"$#\"" % commitComment)
execOrQuit("git push -fq \"https://$#@github.com/$#.git\" gh-pages" %
[gitHubToken, repoSlug])
finally:
setCurrentDir("..")
finally:
removeDir(repoDir)
when isMainModule:
proc getEnvOrQuit(key: string): string =
result = getEnv(key)
if result.len == 0:
echo "Expected environment variable: " & key
quit(1)
let pr = getEnv("TRAVIS_PULL_REQUEST")
if pr.len > 0 and pr != "false":
echo "This is a PR build. Skipping."
quit(0)
let repoSlug = getEnvOrQuit("TRAVIS_REPO_SLUG")
let branch = getEnvOrQuit("TRAVIS_BRANCH")
let changeset = getEnvOrQuit("TRAVIS_COMMIT")
let tag = getEnv("TRAVIS_TAG")
# let repoSlug = "pragmagic/godot-nim"
# let branch = "master"
# let changeset = "0fd0101432c1fed1004f50b035fcf74f75f004a8"
# let tag = ""
let gitHubToken = getEnvOrQuit("GITHUB_TOKEN")
if branch != "master" and not (tag =~ peg"^ 'v' \d+ '.' \d+ '.' \d+ $"):
echo "This is not master or tagged changeset. Skipping."
quit(0)
let godotBin = getEnvOrQuit("GODOT_BIN")
const docDir = "docgen"
buildDocs(docDir, getCurrentDir(), godotBin)
publish(docDir, gitHubToken, repoSlug, branch, tag, changeset)

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===============
Godot API (Nim)
===============
:Godot Git Hash: |godothash|
.. contents::
This is an auto-generated index of Godot API. It's built from Git changeset
$GODOTAPI_CHANGESET_HASH.
$AUTO_GENERATED_GODOTAPI_LIST

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=============================
Nim bindings for Godot Engine
=============================
:Author: Ruslan Mustakov
:Version: |godotnimversion|
:GitHub: `$GODOTNIM_GITHUB_URL <$GODOTNIM_GITHUB_URL>`_
:License: MIT
.. contents::
``godot-nim`` library allows to create games on
`Godot Engine <https://godotengine.org/>`_ with
`Nim programming language <https://nim-lang.org/>`_. Nim is a statically typed
language with an elegant Python-like syntax that compiles to native code.
It is garbage-collected, but its GC supports real-time mode which this library
makes use of. It means the GC will never run during game frames and will use
fixed amount of frame idle time to collect garbage. This leads to no stalls
and close to zero compromise on performance comparing to native languages with
manual memory management.
If you are not familiar with Nim yet, it is recommended to go through the
`official tutorial <https://nim-lang.org/docs/tut1.html>`_.
`VSCode <https://code.visualstudio.com/>`_ is the recommended editor for
working with Nim code. It is cross-platform and has the excellent
`nim plugin <https://marketplace.visualstudio.com/items?itemName=kosz78.nim>`_
that supports most of the features you would expect from an IDE.
It also has `godot-tools plugin <https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools>`_
which adds features for editing GDScript and Godot resource files.
Getting Started
===============
Getting Godot
--------------
The library requires Godot version 3.0, which you can get here:
https://godotengine.org/download
Installing Nim
-------------
The library requires Nim version 0.18.0 or newer, which you can get here:
https://nim-lang.org/install.html
Make sure you also have ``nimble`` (Nim's package manager) installed.
Creating Project
----------------
The fastest way to set up a Godot-Nim project is to use the existing stub:
.. code-block:: bash
git clone --depth=1 https://github.com/pragmagic/godot-nim-stub.git myproject
(you can then delete the .git directory within to untie the project from the
stub repository)
The stub contains the necessary build configuration to compile your code for
desktop and mobile platforms, as well as a couple of very simple scenes to
help you get started. Consult the stub's `README
<https://github.com/pragmagic/godot-nim-stub>`_ for information about
compiling the project.
Adding Nim to Existing Project
------------------------------
If you would like to use Nim in an existing project:
1. Copy ``nakefile.nim`` file and ``src`` directory from the stub described
in the previous section above your Godot project folder. Adjust paths in
build scripts (``nakefile.nim``, ``src/stub.nimble``) according to your
own project structure.
2. Copy ``nimlib.gdnlib`` to your Godot project folder. It is a
GDNative library resource that contains paths to dynamic libraries
compiled by Nim.
Next Steps
----------
Once you are familiarized with the build process (it's as simple as running
``nake build`` after you are set up), it is recommended to go through
`godotmacros <godotmacros.html>`_ and `godotnim <godotnim.html>`_ module
documentations. They describe special macros and procedures needed to define
or instantiate Godot objects. After you learned that, the rest is similar to
using any Nim library. These bindings do not limit any of Nim's capabilities,
and you can use any Nim types as fields or parameters of Godot objects and
their procedures (but, obviously, you may not be able to export some of them
to Godot editor or GDScript, unless you define your own converters).
Modules
=======
The binding library consists of three major modules:
* `godot <#modules-godot-module>`_ - Contains core types and macro definitions.
You need to import this in any module that defines or makes use of Godot
types.
* `godotinternal <#modules-godotinternal-module>`_ - Contains raw wrappers over
few core types, such as ``GodotVariant``, ``GodotString``, ``GodotNodePath``,
``GodotDictionary``, pool arrays. These are used by ``godotapigen`` and macro
implementations, and you don't have to use them at all in your code, unless
you want to go into low-level details for some reason. Each of those types
needs to be destructed manually with ``deinit`` procedure.
* `godotapigen <godotapigen.html>`_ - Wrapper generator based on data from
Godot's ``ClassDB``. You only need to use it as a part of the build process.
godot Module
------------
Contains core types and macro definitions. You need to import this in any
module that defines or makes use of Godot types. The sumbodules below are
exported and you don't have to import any of them directly.
* `godotnim <godotnim.html>`_ Defines ``NimGodotObject`` and Varaint converters
for standard Nim types.
* `godotmacros <godotmacros.html>`_ Defines ``gdobj`` macro for defining
Godot objects.
* `variants <variants.html>`_ ``Variant`` type represents a "dynamic object"
that many Godot procedures make use of.
* `arrays <arrays.html>`_ Defines ``Array`` of Variants.
* `basis <basis.html>`_ Defines 3D ``Basis``.
* `colors <colors.html>`_ Defines ARGB ``Color``.
* `dictionaries <dictionaries.html>`_ Defines ``Variant`` -> ``Variant``
``Dictionary``.
* `nodepaths <nodepaths.html>`_ Defines ``NodePath`` - a path to a ``Node``.
* `planes <planes.html>`_ Defines 3D ``Plane``.
* `poolarrays <poolarrays.html>`_ Defines pooled arrays: ``PoolByteArray``,
``PoolIntArray``, ``PoolRealArray``, ``PoolVector2Array``,
``PoolVector3Array``, ``PoolColorArray``, ``PoolStringArray``.
* `quats <quats.html>`_ Defines ``Quat`` (quaternion) describing object
rotation in 3D space.
* `rect2 <rect2.html>`_ Defines ``Rect2`` - a 2D rectangle.
* `aabb <aabb.html>`_ Defines ``AABB`` - a 3D box.
* `rids <rids.html>`_ Defines ``RID`` - a resource identifier.
* `transform2d <transform2d.html>`_ Defines ``Transform2D``.
* `transforms <transforms.html>`_ Defines ``Transform``.
* `vector2 <vector2.html>`_ Defines ``Vector2``.
* `vector3 <vector3.html>`_ Defines ``Vector3``.
* `godotbase <godotbase.html>`_ Defines ``Error`` type and few common math
procedures missing in Nim's standard library.
Godot API
---------
This is an auto-generated list of Godot API modules. It's built from Godot
changeset `$GODOTAPI_CHANGESET_HASH
<https://github.com/godotengine/godot/commit/$GODOTAPI_CHANGESET_HASH>`_.
$AUTO_GENERATED_GODOTAPI_LIST
godotinternal Module
--------------------
Contains low-level wrappers over Godot types that require manual memory
management. This module is used within ``godot-nim`` implementation and you
don't need to import it unless you know what you are doing.
* `godotdictionaries <godotdictionaries.html>`_
* `godotnodepaths <godotnodepaths.html>`_
* `godotpoolarrays <godotpoolarrays.html>`_
* `godotstrings <godotstrings.html>`_
* `godotvariants <godotvariants.html>`_

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--threads:on

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@ -1,5 +0,0 @@
/project/.import
/project/_dlls
/nakefile
/godotapi
nimcache

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@ -1,11 +0,0 @@
Simple project just to demonstrate usage of the library.
Prerequisites:
1. Install [nake](https://github.com/fowlmouth/nake): `nimble install nake -n`.
2. Ensure `~/.nimble/bin` is in your PATH.
3. Set `GODOT_BIN` environment varible to point to Godot executable (currently requires Godot fork - see below).
Run `nake build` in this directory to compile for the current platform.
**NOTE:** Currently this only works with `kingdom` branch of Godot fork: https://github.com/endragor/godot. However, there are pending PRs to make this work with Godot mainline version.

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@ -1,122 +0,0 @@
/*************************************************************************/
/* array.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_ARRAY_H
#define GODOT_ARRAY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_ARRAY_SIZE];
} godot_array;
#endif
#include "pool_arrays.h"
#include "variant.h"
#include "gdnative.h"
void GDAPI godot_array_new(godot_array *r_dest);
void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src);
void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca);
void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa);
void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra);
void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia);
void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba);
void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value);
godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx);
godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx);
void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_clear(godot_array *p_self);
godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value);
godot_bool GDAPI godot_array_empty(const godot_array *p_self);
void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value);
godot_variant GDAPI godot_array_front(const godot_array *p_self);
godot_variant GDAPI godot_array_back(const godot_array *p_self);
godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what);
godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value);
godot_int GDAPI godot_array_hash(const godot_array *p_self);
void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value);
void GDAPI godot_array_invert(godot_array *p_self);
godot_variant GDAPI godot_array_pop_back(godot_array *p_self);
godot_variant GDAPI godot_array_pop_front(godot_array *p_self);
void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx);
void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size);
godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_size(const godot_array *p_self);
void GDAPI godot_array_sort(godot_array *p_self);
void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func);
void GDAPI godot_array_destroy(godot_array *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_ARRAY_H

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@ -1,121 +0,0 @@
/*************************************************************************/
/* basis.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_BASIS_H
#define GODOT_BASIS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_BASIS_SIZE 36
#ifndef GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_BASIS_SIZE];
} godot_basis;
#endif
#include "gdnative.h"
#include "quat.h"
#include "vector3.h"
void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis);
void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi);
void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler);
godot_string GDAPI godot_basis_as_string(const godot_basis *p_self);
godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self);
godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self);
godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self);
godot_real GDAPI godot_basis_determinant(const godot_basis *p_self);
godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale);
void GDAPI godot_basis_set_scale(godot_basis *p_self, const godot_vector3 *p_scale);
void GDAPI godot_basis_set_rotation_euler(godot_basis *p_self, const godot_vector3 *p_euler);
void GDAPI godot_basis_set_rotation_axis_angle(godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_angle);
godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self);
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self);
godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with);
godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with);
godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with);
godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v);
godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self);
void GDAPI godot_basis_new(godot_basis *r_dest);
void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler);
// p_elements is a pointer to an array of 3 (!!) vector3
void GDAPI godot_basis_get_elements(godot_basis *p_self, godot_vector3 *p_elements);
godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis);
void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value);
godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row);
void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value);
godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_substract(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_BASIS_H

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@ -1,96 +0,0 @@
/*************************************************************************/
/* color.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_COLOR_H
#define GODOT_COLOR_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_COLOR_SIZE 16
#ifndef GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_COLOR_SIZE];
} godot_color;
#endif
#include "gdnative.h"
#include "string.h"
void GDAPI godot_color_new_rgba(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b, const godot_real p_a);
void GDAPI godot_color_new_rgb(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b);
godot_real godot_color_get_r(const godot_color *p_self);
void godot_color_set_r(godot_color *p_self, const godot_real r);
godot_real godot_color_get_g(const godot_color *p_self);
void godot_color_set_g(godot_color *p_self, const godot_real g);
godot_real godot_color_get_b(const godot_color *p_self);
void godot_color_set_b(godot_color *p_self, const godot_real b);
godot_real godot_color_get_a(const godot_color *p_self);
void godot_color_set_a(godot_color *p_self, const godot_real a);
godot_real godot_color_get_h(const godot_color *p_self);
godot_real godot_color_get_s(const godot_color *p_self);
godot_real godot_color_get_v(const godot_color *p_self);
godot_string GDAPI godot_color_as_string(const godot_color *p_self);
godot_int GDAPI godot_color_to_32(const godot_color *p_self);
godot_int GDAPI godot_color_to_ARGB32(const godot_color *p_self);
godot_real GDAPI godot_color_gray(const godot_color *p_self);
godot_color GDAPI godot_color_inverted(const godot_color *p_self);
godot_color GDAPI godot_color_contrasted(const godot_color *p_self);
godot_color GDAPI godot_color_linear_interpolate(const godot_color *p_self, const godot_color *p_b, const godot_real p_t);
godot_color GDAPI godot_color_blend(const godot_color *p_self, const godot_color *p_over);
godot_string GDAPI godot_color_to_html(const godot_color *p_self, const godot_bool p_with_alpha);
godot_bool GDAPI godot_color_operator_equal(const godot_color *p_self, const godot_color *p_b);
godot_bool GDAPI godot_color_operator_less(const godot_color *p_self, const godot_color *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_COLOR_H

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@ -1,89 +0,0 @@
/*************************************************************************/
/* dictionary.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_DICTIONARY_H
#define GODOT_DICTIONARY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_DICTIONARY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_DICTIONARY_SIZE];
} godot_dictionary;
#endif
#include "array.h"
#include "gdnative.h"
#include "variant.h"
void GDAPI godot_dictionary_new(godot_dictionary *r_dest);
void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src);
void GDAPI godot_dictionary_destroy(godot_dictionary *p_self);
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self);
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self);
void GDAPI godot_dictionary_clear(godot_dictionary *p_self);
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys);
void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key);
godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self);
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self);
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self);
godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key);
void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value);
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key);
godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b);
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DICTIONARY_H

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@ -1,302 +0,0 @@
/*************************************************************************/
/* gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_GDNATIVE_H
#define GODOT_GDNATIVE_H
#ifdef __cplusplus
extern "C" {
#endif
#ifdef GDAPI_BUILT_IN
#define GDAPI_EXPORT
#endif
#ifdef _WIN32
#if defined(GDAPI_EXPORT)
#define GDCALLINGCONV
#define GDAPI __declspec(dllexport) GDCALLINGCONV
#else
#define GDCALLINGCONV
#define GDAPI __declspec(dllimport) GDCALLINGCONV
#endif
#elif defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#define GDCALLINGCONV
#define GDAPI
#elif TARGET_OS_MAC
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
#else
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
// This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
#ifdef _WIN32
#define GDN_EXPORT __declspec(dllexport)
#else
#define GDN_EXPORT
#endif
#include <stdbool.h>
#include <stdint.h>
#define GODOT_API_VERSION 1
////// Error
typedef enum {
GODOT_OK,
GODOT_FAILED, ///< Generic fail error
GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
GODOT_ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet
GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
GODOT_ERR_FILE_NOT_FOUND,
GODOT_ERR_FILE_BAD_DRIVE,
GODOT_ERR_FILE_BAD_PATH,
GODOT_ERR_FILE_NO_PERMISSION, // (10)
GODOT_ERR_FILE_ALREADY_IN_USE,
GODOT_ERR_FILE_CANT_OPEN,
GODOT_ERR_FILE_CANT_WRITE,
GODOT_ERR_FILE_CANT_READ,
GODOT_ERR_FILE_UNRECOGNIZED, // (15)
GODOT_ERR_FILE_CORRUPT,
GODOT_ERR_FILE_MISSING_DEPENDENCIES,
GODOT_ERR_FILE_EOF,
GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
GODOT_ERR_CANT_CREATE, // (20)
GODOT_ERR_QUERY_FAILED,
GODOT_ERR_ALREADY_IN_USE,
GODOT_ERR_LOCKED, ///< resource is locked
GODOT_ERR_TIMEOUT,
GODOT_ERR_CANT_CONNECT, // (25)
GODOT_ERR_CANT_RESOLVE,
GODOT_ERR_CONNECTION_ERROR,
GODOT_ERR_CANT_AQUIRE_RESOURCE,
GODOT_ERR_CANT_FORK,
GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
GODOT_ERR_DATABASE_CANT_READ, ///< database is full
GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
GODOT_ERR_COMPILATION_FAILED,
GODOT_ERR_METHOD_NOT_FOUND,
GODOT_ERR_LINK_FAILED,
GODOT_ERR_SCRIPT_FAILED,
GODOT_ERR_CYCLIC_LINK, // (40)
GODOT_ERR_INVALID_DECLARATION,
GODOT_ERR_DUPLICATE_SYMBOL,
GODOT_ERR_PARSE_ERROR,
GODOT_ERR_BUSY,
GODOT_ERR_SKIP, // (45)
GODOT_ERR_HELP, ///< user requested help!!
GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though
GODOT_ERR_WTF = GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
} godot_error;
////// bool
typedef bool godot_bool;
#define GODOT_TRUE 1
#define GODOT_FALSE 0
/////// int
typedef int godot_int;
/////// real
typedef float godot_real;
/////// Object (forward declared)
typedef void godot_object;
/////// Brute force forward declarations for the rest
/*
typedef struct godot_variant godot_variant;
typedef struct godot_string godot_string;
typedef struct godot_vector2 godot_vector2;
typedef struct godot_rect2 godot_rect2;
typedef struct godot_vector3 godot_vector3;
typedef struct godot_transform2d godot_transform2d;
typedef struct godot_plane godot_plane;
typedef struct godot_quat godot_quat;
typedef struct godot_rect3 godot_rect3;
typedef struct godot_basis godot_basis;
typedef struct godot_transform godot_transform;
typedef struct godot_color godot_color;
typedef struct godot_node_path godot_node_path;
typedef struct godot_rid godot_rid;
typedef struct godot_dictionary godot_dictionary;
typedef struct godot_array godot_array;
typedef struct godot_pool_byte_array godot_pool_byte_array;
typedef struct godot_pool_int_array godot_pool_int_array;
typedef struct godot_pool_real_array godot_pool_real_array;
typedef struct godot_pool_string_array godot_pool_string_array;
typedef struct godot_pool_vector2_array godot_pool_vector2_array;
typedef struct godot_pool_vector3_array godot_pool_vector3_array;
typedef struct godot_pool_color_array godot_pool_color_array;
*/
/////// String
#include "string.h"
////// Vector2
#include "vector2.h"
////// Rect2
#include "rect2.h"
////// Vector3
#include "vector3.h"
////// Transform2D
#include "transform2d.h"
/////// Plane
#include "plane.h"
/////// Quat
#include "quat.h"
/////// Rect3
#include "rect3.h"
/////// Basis
#include "basis.h"
/////// Transform
#include "transform.h"
/////// Color
#include "color.h"
/////// NodePath
#include "node_path.h"
/////// RID
#include "rid.h"
/////// Dictionary
#include "dictionary.h"
/////// Array
#include "array.h"
// single API file for Pool*Array
#include "pool_arrays.h"
void GDAPI godot_object_destroy(godot_object *p_o);
////// Variant
#include "variant.h"
////// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
////// OS API
void GDAPI *godot_get_stack_bottom(); // returns stack bottom of the main thread
////// MethodBind API
typedef struct {
uint8_t _dont_touch_that[1]; // TODO
} godot_method_bind;
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
godot_variant GDAPI godot_method_bind_call(godot_method_bind *p_method_bind, godot_object *p_instance, const godot_variant **p_args, const int p_arg_count, godot_variant_call_error *p_call_error);
////// Script API
typedef struct {
godot_bool in_editor;
uint64_t core_api_hash;
uint64_t editor_api_hash;
uint64_t no_api_hash;
} godot_gdnative_init_options;
typedef struct {
godot_bool in_editor;
} godot_gdnative_terminate_options;
// Calling convention?
typedef godot_object *(*godot_class_constructor)();
godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname);
godot_dictionary GDAPI godot_get_global_constants();
////// GDNative procedure types
typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *);
typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *);
typedef godot_variant (*godot_gdnative_procedure_fn)(void *, godot_array *);
////// System Functions
//using these will help Godot track how much memory is in use in debug mode
void GDAPI *godot_alloc(int p_bytes);
void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
void GDAPI godot_free(void *p_ptr);
//print using Godot's error handler list
void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line);
void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line);
void GDAPI godot_print(const godot_string *p_message);
#ifdef __cplusplus
}
#endif
#endif // GODOT_C_H

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@ -1,77 +0,0 @@
/*************************************************************************/
/* node_path.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_NODE_PATH_H
#define GODOT_NODE_PATH_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_NODE_PATH_SIZE 8
#ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_NODE_PATH_SIZE];
} godot_node_path;
#endif
#include "gdnative.h"
#include "string.h"
void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from);
void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src);
void GDAPI godot_node_path_destroy(godot_node_path *p_self);
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self);
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self);
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx);
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self);
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx);
godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_NODE_PATH_H

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@ -1,93 +0,0 @@
/*************************************************************************/
/* plane.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_PLANE_H
#define GODOT_PLANE_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_PLANE_SIZE 16
#ifndef GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_PLANE_SIZE];
} godot_plane;
#endif
#include "gdnative.h"
#include "vector3.h"
void GDAPI godot_plane_new_with_reals(godot_plane *r_dest, const godot_real p_a, const godot_real p_b, const godot_real p_c, const godot_real p_d);
void GDAPI godot_plane_new_with_vectors(godot_plane *r_dest, const godot_vector3 *p_v1, const godot_vector3 *p_v2, const godot_vector3 *p_v3);
void GDAPI godot_plane_new_with_normal(godot_plane *r_dest, const godot_vector3 *p_normal, const godot_real p_d);
godot_string GDAPI godot_plane_as_string(const godot_plane *p_self);
godot_plane GDAPI godot_plane_normalized(const godot_plane *p_self);
godot_vector3 GDAPI godot_plane_center(const godot_plane *p_self);
godot_vector3 GDAPI godot_plane_get_any_point(const godot_plane *p_self);
godot_bool GDAPI godot_plane_is_point_over(const godot_plane *p_self, const godot_vector3 *p_point);
godot_real GDAPI godot_plane_distance_to(const godot_plane *p_self, const godot_vector3 *p_point);
godot_bool GDAPI godot_plane_has_point(const godot_plane *p_self, const godot_vector3 *p_point, const godot_real p_epsilon);
godot_vector3 GDAPI godot_plane_project(const godot_plane *p_self, const godot_vector3 *p_point);
godot_bool GDAPI godot_plane_intersect_3(const godot_plane *p_self, godot_vector3 *r_dest, const godot_plane *p_b, const godot_plane *p_c);
godot_bool GDAPI godot_plane_intersects_ray(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_from, const godot_vector3 *p_dir);
godot_bool GDAPI godot_plane_intersects_segment(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_begin, const godot_vector3 *p_end);
godot_plane GDAPI godot_plane_operator_neg(const godot_plane *p_self);
godot_bool GDAPI godot_plane_operator_equal(const godot_plane *p_self, const godot_plane *p_b);
void GDAPI godot_plane_set_normal(godot_plane *p_self, const godot_vector3 *p_normal);
godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_self);
godot_real GDAPI godot_plane_get_d(const godot_plane *p_self);
void GDAPI godot_plane_set_d(godot_plane *p_self, const godot_real p_d);
#ifdef __cplusplus
}
#endif
#endif // GODOT_PLANE_H

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@ -1,316 +0,0 @@
/*************************************************************************/
/* pool_arrays.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_POOL_ARRAYS_H
#define GODOT_POOL_ARRAYS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
/////// PoolByteArray
#define GODOT_POOL_BYTE_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_BYTE_ARRAY_SIZE];
} godot_pool_byte_array;
#endif
/////// PoolIntArray
#define GODOT_POOL_INT_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_INT_ARRAY_SIZE];
} godot_pool_int_array;
#endif
/////// PoolRealArray
#define GODOT_POOL_REAL_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_REAL_ARRAY_SIZE];
} godot_pool_real_array;
#endif
/////// PoolStringArray
#define GODOT_POOL_STRING_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_STRING_ARRAY_SIZE];
} godot_pool_string_array;
#endif
/////// PoolVector2Array
#define GODOT_POOL_VECTOR2_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_VECTOR2_ARRAY_SIZE];
} godot_pool_vector2_array;
#endif
/////// PoolVector3Array
#define GODOT_POOL_VECTOR3_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_VECTOR3_ARRAY_SIZE];
} godot_pool_vector3_array;
#endif
/////// PoolColorArray
#define GODOT_POOL_COLOR_ARRAY_SIZE 8
#ifndef GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_COLOR_ARRAY_SIZE];
} godot_pool_color_array;
#endif
#include "array.h"
#include "color.h"
#include "vector2.h"
#include "vector3.h"
#include "gdnative.h"
// byte
void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *r_dest);
void GDAPI godot_pool_byte_array_new_copy(godot_pool_byte_array *r_dest, const godot_pool_byte_array *p_src);
void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_self, const uint8_t p_data);
void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_self, const godot_pool_byte_array *p_array);
godot_error GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data);
void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_self);
void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_self, const uint8_t p_data);
void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_self, const godot_int p_size);
void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data);
uint8_t GDAPI godot_pool_byte_array_get(const godot_pool_byte_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_byte_array_size(const godot_pool_byte_array *p_self);
void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_self);
// int
void GDAPI godot_pool_int_array_new(godot_pool_int_array *r_dest);
void GDAPI godot_pool_int_array_new_copy(godot_pool_int_array *r_dest, const godot_pool_int_array *p_src);
void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_self, const godot_int p_data);
void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_self, const godot_pool_int_array *p_array);
godot_error GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data);
void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_self);
void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_self, const godot_int p_data);
void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_self, const godot_int p_size);
void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data);
godot_int GDAPI godot_pool_int_array_get(const godot_pool_int_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_int_array_size(const godot_pool_int_array *p_self);
void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_self);
// real
void GDAPI godot_pool_real_array_new(godot_pool_real_array *r_dest);
void GDAPI godot_pool_real_array_new_copy(godot_pool_real_array *r_dest, const godot_pool_real_array *p_src);
void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_self, const godot_real p_data);
void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_self, const godot_pool_real_array *p_array);
godot_error GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data);
void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_self);
void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_self, const godot_real p_data);
void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_self, const godot_int p_size);
void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data);
godot_real GDAPI godot_pool_real_array_get(const godot_pool_real_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_real_array_size(const godot_pool_real_array *p_self);
void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_self);
// string
void GDAPI godot_pool_string_array_new(godot_pool_string_array *r_dest);
void GDAPI godot_pool_string_array_new_copy(godot_pool_string_array *r_dest, const godot_pool_string_array *p_src);
void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_self, const godot_string *p_data);
void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_self, const godot_pool_string_array *p_array);
godot_error GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data);
void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_self);
void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_self, const godot_string *p_data);
void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_self, const godot_int p_size);
void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data);
godot_string GDAPI godot_pool_string_array_get(const godot_pool_string_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_string_array_size(const godot_pool_string_array *p_self);
void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_self);
// vector2
void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *r_dest);
void GDAPI godot_pool_vector2_array_new_copy(godot_pool_vector2_array *r_dest, const godot_pool_vector2_array *p_src);
void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_self, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_self, const godot_pool_vector2_array *p_array);
godot_error GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_self);
void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_self, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_self, const godot_int p_size);
void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data);
godot_vector2 GDAPI godot_pool_vector2_array_get(const godot_pool_vector2_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_vector2_array_size(const godot_pool_vector2_array *p_self);
void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_self);
// vector3
void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *r_dest);
void GDAPI godot_pool_vector3_array_new_copy(godot_pool_vector3_array *r_dest, const godot_pool_vector3_array *p_src);
void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_self, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_self, const godot_pool_vector3_array *p_array);
godot_error GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_self);
void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_self, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_self, const godot_int p_size);
void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data);
godot_vector3 GDAPI godot_pool_vector3_array_get(const godot_pool_vector3_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_vector3_array_size(const godot_pool_vector3_array *p_self);
void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_self);
// color
void GDAPI godot_pool_color_array_new(godot_pool_color_array *r_dest);
void GDAPI godot_pool_color_array_new_copy(godot_pool_color_array *r_dest, const godot_pool_color_array *p_src);
void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_self, const godot_color *p_data);
void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_self, const godot_pool_color_array *p_array);
godot_error GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data);
void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_self);
void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_self, const godot_color *p_data);
void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_self, const godot_int p_size);
void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data);
godot_color GDAPI godot_pool_color_array_get(const godot_pool_color_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_color_array_size(const godot_pool_color_array *p_self);
void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_POOL_ARRAYS_H

View file

@ -1,104 +0,0 @@
/*************************************************************************/
/* quat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_QUAT_H
#define GODOT_QUAT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_QUAT_SIZE 16
#ifndef GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_QUAT_SIZE];
} godot_quat;
#endif
#include "gdnative.h"
#include "vector3.h"
void GDAPI godot_quat_new(godot_quat *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w);
void GDAPI godot_quat_new_with_axis_angle(godot_quat *r_dest, const godot_vector3 *p_axis, const godot_real p_angle);
godot_real GDAPI godot_quat_get_x(const godot_quat *p_self);
void GDAPI godot_quat_set_x(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_y(const godot_quat *p_self);
void GDAPI godot_quat_set_y(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_z(const godot_quat *p_self);
void GDAPI godot_quat_set_z(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_w(const godot_quat *p_self);
void GDAPI godot_quat_set_w(godot_quat *p_self, const godot_real val);
godot_string GDAPI godot_quat_as_string(const godot_quat *p_self);
godot_real GDAPI godot_quat_length(const godot_quat *p_self);
godot_real GDAPI godot_quat_length_squared(const godot_quat *p_self);
godot_quat GDAPI godot_quat_normalized(const godot_quat *p_self);
godot_bool GDAPI godot_quat_is_normalized(const godot_quat *p_self);
godot_quat GDAPI godot_quat_inverse(const godot_quat *p_self);
godot_real GDAPI godot_quat_dot(const godot_quat *p_self, const godot_quat *p_b);
godot_vector3 GDAPI godot_quat_xform(const godot_quat *p_self, const godot_vector3 *p_v);
godot_quat GDAPI godot_quat_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
godot_quat GDAPI godot_quat_slerpni(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
godot_quat GDAPI godot_quat_cubic_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_quat *p_pre_a, const godot_quat *p_post_b, const godot_real p_t);
godot_quat GDAPI godot_quat_operator_multiply(const godot_quat *p_self, const godot_real p_b);
godot_quat GDAPI godot_quat_operator_add(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_substract(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_divide(const godot_quat *p_self, const godot_real p_b);
godot_bool GDAPI godot_quat_operator_equal(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_neg(const godot_quat *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_QUAT_H

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@ -1,86 +0,0 @@
/*************************************************************************/
/* rect2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_RECT2_H
#define GODOT_RECT2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
typedef struct godot_rect2 {
uint8_t _dont_touch_that[16];
} godot_rect2;
#endif
#include "gdnative.h"
#include "vector2.h"
void GDAPI godot_rect2_new_with_position_and_size(godot_rect2 *r_dest, const godot_vector2 *p_pos, const godot_vector2 *p_size);
void GDAPI godot_rect2_new(godot_rect2 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_width, const godot_real p_height);
godot_string GDAPI godot_rect2_as_string(const godot_rect2 *p_self);
godot_real GDAPI godot_rect2_get_area(const godot_rect2 *p_self);
godot_bool GDAPI godot_rect2_intersects(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_encloses(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self);
godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_rect2 GDAPI godot_rect2_merge(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_has_point(const godot_rect2 *p_self, const godot_vector2 *p_point);
godot_rect2 GDAPI godot_rect2_grow(const godot_rect2 *p_self, const godot_real p_by);
godot_rect2 GDAPI godot_rect2_expand(const godot_rect2 *p_self, const godot_vector2 *p_to);
godot_bool GDAPI godot_rect2_operator_equal(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_vector2 GDAPI godot_rect2_get_position(const godot_rect2 *p_self);
godot_vector2 GDAPI godot_rect2_get_size(const godot_rect2 *p_self);
void GDAPI godot_rect2_set_position(godot_rect2 *p_self, const godot_vector2 *p_pos);
void GDAPI godot_rect2_set_size(godot_rect2 *p_self, const godot_vector2 *p_size);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RECT2_H

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@ -1,108 +0,0 @@
/*************************************************************************/
/* rect3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_RECT3_H
#define GODOT_RECT3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_RECT3_SIZE 24
#ifndef GODOT_CORE_API_GODOT_RECT3_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RECT3_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_RECT3_SIZE];
} godot_rect3;
#endif
#include "gdnative.h"
#include "plane.h"
#include "vector3.h"
void GDAPI godot_rect3_new(godot_rect3 *r_dest, const godot_vector3 *p_pos, const godot_vector3 *p_size);
godot_vector3 GDAPI godot_rect3_get_position(const godot_rect3 *p_self);
void GDAPI godot_rect3_set_position(const godot_rect3 *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_rect3_get_size(const godot_rect3 *p_self);
void GDAPI godot_rect3_set_size(const godot_rect3 *p_self, const godot_vector3 *p_v);
godot_string GDAPI godot_rect3_as_string(const godot_rect3 *p_self);
godot_real GDAPI godot_rect3_get_area(const godot_rect3 *p_self);
godot_bool GDAPI godot_rect3_has_no_area(const godot_rect3 *p_self);
godot_bool GDAPI godot_rect3_has_no_surface(const godot_rect3 *p_self);
godot_bool GDAPI godot_rect3_intersects(const godot_rect3 *p_self, const godot_rect3 *p_with);
godot_bool GDAPI godot_rect3_encloses(const godot_rect3 *p_self, const godot_rect3 *p_with);
godot_rect3 GDAPI godot_rect3_merge(const godot_rect3 *p_self, const godot_rect3 *p_with);
godot_rect3 GDAPI godot_rect3_intersection(const godot_rect3 *p_self, const godot_rect3 *p_with);
godot_bool GDAPI godot_rect3_intersects_plane(const godot_rect3 *p_self, const godot_plane *p_plane);
godot_bool GDAPI godot_rect3_intersects_segment(const godot_rect3 *p_self, const godot_vector3 *p_from, const godot_vector3 *p_to);
godot_bool GDAPI godot_rect3_has_point(const godot_rect3 *p_self, const godot_vector3 *p_point);
godot_vector3 GDAPI godot_rect3_get_support(const godot_rect3 *p_self, const godot_vector3 *p_dir);
godot_vector3 GDAPI godot_rect3_get_longest_axis(const godot_rect3 *p_self);
godot_int GDAPI godot_rect3_get_longest_axis_index(const godot_rect3 *p_self);
godot_real GDAPI godot_rect3_get_longest_axis_size(const godot_rect3 *p_self);
godot_vector3 GDAPI godot_rect3_get_shortest_axis(const godot_rect3 *p_self);
godot_int GDAPI godot_rect3_get_shortest_axis_index(const godot_rect3 *p_self);
godot_real GDAPI godot_rect3_get_shortest_axis_size(const godot_rect3 *p_self);
godot_rect3 GDAPI godot_rect3_expand(const godot_rect3 *p_self, const godot_vector3 *p_to_point);
godot_rect3 GDAPI godot_rect3_grow(const godot_rect3 *p_self, const godot_real p_by);
godot_vector3 GDAPI godot_rect3_get_endpoint(const godot_rect3 *p_self, const godot_int p_idx);
godot_bool GDAPI godot_rect3_operator_equal(const godot_rect3 *p_self, const godot_rect3 *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RECT3_H

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@ -1,64 +0,0 @@
/*************************************************************************/
/* rid.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_RID_H
#define GODOT_RID_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_RID_SIZE 8
#ifndef GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_RID_SIZE];
} godot_rid;
#endif
#include "gdnative.h"
void GDAPI godot_rid_new(godot_rid *r_dest);
godot_int GDAPI godot_rid_get_id(const godot_rid *p_self);
void GDAPI godot_rid_new_with_resource(godot_rid *r_dest, const godot_object *p_from);
godot_bool GDAPI godot_rid_operator_equal(const godot_rid *p_self, const godot_rid *p_b);
godot_bool GDAPI godot_rid_operator_less(const godot_rid *p_self, const godot_rid *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RID_H

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@ -1,76 +0,0 @@
/*************************************************************************/
/* string.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_STRING_H
#define GODOT_STRING_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <wchar.h>
#define GODOT_STRING_SIZE 8
#ifndef GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_STRING_SIZE];
} godot_string;
#endif
#include "gdnative.h"
void GDAPI godot_string_new(godot_string *r_dest);
void GDAPI godot_string_new_copy(godot_string *r_dest, const godot_string *p_src);
void GDAPI godot_string_new_data(godot_string *r_dest, const char *p_contents, const int p_size);
void GDAPI godot_string_new_unicode_data(godot_string *r_dest, const wchar_t *p_contents, const int p_size);
void GDAPI godot_string_get_data(const godot_string *p_self, char *p_dest, int *p_size);
wchar_t GDAPI *godot_string_operator_index(godot_string *p_self, const godot_int p_idx);
const char GDAPI *godot_string_c_str(const godot_string *p_self);
const wchar_t GDAPI *godot_string_unicode_str(const godot_string *p_self);
godot_bool GDAPI godot_string_operator_equal(const godot_string *p_self, const godot_string *p_b);
godot_bool GDAPI godot_string_operator_less(const godot_string *p_self, const godot_string *p_b);
godot_string GDAPI godot_string_operator_plus(const godot_string *p_self, const godot_string *p_b);
// @Incomplete
// hmm, I guess exposing the whole API doesn't make much sense
// since the language used in the library has its own string funcs
void GDAPI godot_string_destroy(godot_string *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_STRING_H

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@ -1,100 +0,0 @@
/*************************************************************************/
/* transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_TRANSFORM_H
#define GODOT_TRANSFORM_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_TRANSFORM_SIZE 48
#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_TRANSFORM_SIZE];
} godot_transform;
#endif
#include "basis.h"
#include "gdnative.h"
#include "variant.h"
#include "vector3.h"
void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin);
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin);
godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self);
void GDAPI godot_transform_set_basis(godot_transform *p_self, godot_basis *p_v);
godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self);
void GDAPI godot_transform_set_origin(godot_transform *p_self, godot_vector3 *p_v);
godot_string GDAPI godot_transform_as_string(const godot_transform *p_self);
godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self);
godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale);
godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs);
godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up);
godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v);
godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v);
void GDAPI godot_transform_new_identity(godot_transform *r_dest);
godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b);
godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b);
godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_rect3 GDAPI godot_transform_xform_rect3(const godot_transform *p_self, const godot_rect3 *p_v);
godot_rect3 GDAPI godot_transform_xform_inv_rect3(const godot_transform *p_self, const godot_rect3 *p_v);
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM_H

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@ -1,99 +0,0 @@
/*************************************************************************/
/* transform2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_TRANSFORM2D_H
#define GODOT_TRANSFORM2D_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_TRANSFORM2D_SIZE 24
#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_TRANSFORM2D_SIZE];
} godot_transform2d;
#endif
#include "gdnative.h"
#include "variant.h"
#include "vector2.h"
void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos);
void GDAPI godot_transform2d_new_axis_origin(godot_transform2d *r_dest, const godot_vector2 *p_x_axis, const godot_vector2 *p_y_axis, const godot_vector2 *p_origin);
godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self);
godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self);
godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self);
godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi);
godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale);
godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset);
godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c);
godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b);
godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b);
void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest);
godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v);
godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v);
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM2D_H

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@ -1,201 +0,0 @@
/*************************************************************************/
/* variant.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_VARIANT_H
#define GODOT_VARIANT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VARIANT_SIZE 24
#ifndef GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VARIANT_SIZE];
} godot_variant;
#endif
typedef enum godot_variant_type {
GODOT_VARIANT_TYPE_NIL,
// atomic types
GODOT_VARIANT_TYPE_BOOL,
GODOT_VARIANT_TYPE_INT,
GODOT_VARIANT_TYPE_REAL,
GODOT_VARIANT_TYPE_STRING,
// math types
GODOT_VARIANT_TYPE_VECTOR2, // 5
GODOT_VARIANT_TYPE_RECT2,
GODOT_VARIANT_TYPE_VECTOR3,
GODOT_VARIANT_TYPE_TRANSFORM2D,
GODOT_VARIANT_TYPE_PLANE,
GODOT_VARIANT_TYPE_QUAT, // 10
GODOT_VARIANT_TYPE_RECT3,
GODOT_VARIANT_TYPE_BASIS,
GODOT_VARIANT_TYPE_TRANSFORM,
// misc types
GODOT_VARIANT_TYPE_COLOR,
GODOT_VARIANT_TYPE_NODE_PATH, // 15
GODOT_VARIANT_TYPE_RID,
GODOT_VARIANT_TYPE_OBJECT,
GODOT_VARIANT_TYPE_DICTIONARY,
GODOT_VARIANT_TYPE_ARRAY, // 20
// arrays
GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY,
GODOT_VARIANT_TYPE_POOL_INT_ARRAY,
GODOT_VARIANT_TYPE_POOL_REAL_ARRAY,
GODOT_VARIANT_TYPE_POOL_STRING_ARRAY,
GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY, // 25
GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY,
GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY,
} godot_variant_type;
typedef enum godot_variant_call_error_error {
GODOT_CALL_ERROR_CALL_OK,
GODOT_CALL_ERROR_CALL_ERROR_INVALID_METHOD,
GODOT_CALL_ERROR_CALL_ERROR_INVALID_ARGUMENT,
GODOT_CALL_ERROR_CALL_ERROR_TOO_MANY_ARGUMENTS,
GODOT_CALL_ERROR_CALL_ERROR_TOO_FEW_ARGUMENTS,
GODOT_CALL_ERROR_CALL_ERROR_INSTANCE_IS_NULL,
} godot_variant_call_error_error;
typedef struct godot_variant_call_error {
godot_variant_call_error_error error;
int argument;
godot_variant_type expected;
} godot_variant_call_error;
#include "array.h"
#include "basis.h"
#include "color.h"
#include "dictionary.h"
#include "node_path.h"
#include "plane.h"
#include "pool_arrays.h"
#include "quat.h"
#include "rect2.h"
#include "rect3.h"
#include "rid.h"
#include "string.h"
#include "transform.h"
#include "transform2d.h"
#include "variant.h"
#include "vector2.h"
#include "vector3.h"
#include "gdnative.h"
godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v);
void GDAPI godot_variant_new_copy(godot_variant *r_dest, const godot_variant *p_src);
void GDAPI godot_variant_new_nil(godot_variant *r_dest);
void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b);
void GDAPI godot_variant_new_uint(godot_variant *r_dest, const uint64_t p_i);
void GDAPI godot_variant_new_int(godot_variant *r_dest, const int64_t p_i);
void GDAPI godot_variant_new_real(godot_variant *r_dest, const double p_r);
void GDAPI godot_variant_new_string(godot_variant *r_dest, const godot_string *p_s);
void GDAPI godot_variant_new_vector2(godot_variant *r_dest, const godot_vector2 *p_v2);
void GDAPI godot_variant_new_rect2(godot_variant *r_dest, const godot_rect2 *p_rect2);
void GDAPI godot_variant_new_vector3(godot_variant *r_dest, const godot_vector3 *p_v3);
void GDAPI godot_variant_new_transform2d(godot_variant *r_dest, const godot_transform2d *p_t2d);
void GDAPI godot_variant_new_plane(godot_variant *r_dest, const godot_plane *p_plane);
void GDAPI godot_variant_new_quat(godot_variant *r_dest, const godot_quat *p_quat);
void GDAPI godot_variant_new_rect3(godot_variant *r_dest, const godot_rect3 *p_rect3);
void GDAPI godot_variant_new_basis(godot_variant *r_dest, const godot_basis *p_basis);
void GDAPI godot_variant_new_transform(godot_variant *r_dest, const godot_transform *p_trans);
void GDAPI godot_variant_new_color(godot_variant *r_dest, const godot_color *p_color);
void GDAPI godot_variant_new_node_path(godot_variant *r_dest, const godot_node_path *p_np);
void GDAPI godot_variant_new_rid(godot_variant *r_dest, const godot_rid *p_rid);
void GDAPI godot_variant_new_object(godot_variant *r_dest, const godot_object *p_obj);
void GDAPI godot_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict);
void GDAPI godot_variant_new_array(godot_variant *r_dest, const godot_array *p_arr);
void GDAPI godot_variant_new_pool_byte_array(godot_variant *r_dest, const godot_pool_byte_array *p_pba);
void GDAPI godot_variant_new_pool_int_array(godot_variant *r_dest, const godot_pool_int_array *p_pia);
void GDAPI godot_variant_new_pool_real_array(godot_variant *r_dest, const godot_pool_real_array *p_pra);
void GDAPI godot_variant_new_pool_string_array(godot_variant *r_dest, const godot_pool_string_array *p_psa);
void GDAPI godot_variant_new_pool_vector2_array(godot_variant *r_dest, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_variant_new_pool_vector3_array(godot_variant *r_dest, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_variant_new_pool_color_array(godot_variant *r_dest, const godot_pool_color_array *p_pca);
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_self);
uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_self);
int64_t GDAPI godot_variant_as_int(const godot_variant *p_self);
double GDAPI godot_variant_as_real(const godot_variant *p_self);
godot_string GDAPI godot_variant_as_string(const godot_variant *p_self);
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_self);
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_self);
godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_self);
godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_self);
godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_self);
godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_self);
godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_self);
godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_self);
godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_self);
godot_color GDAPI godot_variant_as_color(const godot_variant *p_self);
godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_self);
godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_self);
godot_object GDAPI *godot_variant_as_object(const godot_variant *p_self);
godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_self);
godot_array GDAPI godot_variant_as_array(const godot_variant *p_self);
godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_self);
godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_self);
godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_self);
godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_self);
godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_self);
godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_self);
godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_self);
godot_variant GDAPI godot_variant_call(godot_variant *p_self, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount, godot_variant_call_error *r_error);
godot_bool GDAPI godot_variant_has_method(const godot_variant *p_self, const godot_string *p_method);
godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_self, godot_bool *r_valid);
void GDAPI godot_variant_destroy(godot_variant *p_self);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,128 +0,0 @@
/*************************************************************************/
/* vector2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_VECTOR2_H
#define GODOT_VECTOR2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR2_SIZE 8
#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR2_SIZE];
} godot_vector2;
#endif
#include "gdnative.h"
void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y);
godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self);
godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t);
godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t);
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by);
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with);
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length);
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_substract(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self);
void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x);
void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y);
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR2_H

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@ -1,135 +0,0 @@
/*************************************************************************/
/* vector3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_VECTOR3_H
#define GODOT_VECTOR3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR3_SIZE 12
#ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR3_SIZE];
} godot_vector3;
#endif
#include "basis.h"
#include "gdnative.h"
typedef enum {
GODOT_VECTOR3_AXIS_X,
GODOT_VECTOR3_AXIS_Y,
GODOT_VECTOR3_AXIS_Z,
} godot_vector3_axis;
void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z);
godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self);
godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by);
godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t);
godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t);
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to);
godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_substract(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self);
void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val);
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR3_H

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@ -1,228 +0,0 @@
/*************************************************************************/
/* godot.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_NATIVESCRIPT_H
#define GODOT_NATIVESCRIPT_H
#include <godot/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifdef GDAPI_BUILT_IN
#define GDAPI_EXPORT
#endif
#ifdef _WIN32
#if defined(GDAPI_EXPORT)
#define GDCALLINGCONV
#define GDAPI __declspec(dllexport) GDCALLINGCONV
#else
#define GDCALLINGCONV
#define GDAPI __declspec(dllimport) GDCALLINGCONV
#endif
#elif defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#define GDCALLINGCONV
#define GDAPI
#elif TARGET_OS_MAC
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
#else
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
// This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
#ifdef _WIN32
#define GDN_EXPORT __declspec(dllexport)
#else
#define GDN_EXPORT
#endif
#include <stdbool.h>
#include <stdint.h>
typedef enum {
GODOT_METHOD_RPC_MODE_DISABLED,
GODOT_METHOD_RPC_MODE_REMOTE,
GODOT_METHOD_RPC_MODE_SYNC,
GODOT_METHOD_RPC_MODE_MASTER,
GODOT_METHOD_RPC_MODE_SLAVE,
} godot_method_rpc_mode;
typedef enum {
GODOT_PROPERTY_HINT_NONE, ///< no hint provided.
GODOT_PROPERTY_HINT_RANGE, ///< hint_text = "min,max,step,slider; //slider is optional"
GODOT_PROPERTY_HINT_EXP_RANGE, ///< hint_text = "min,max,step", exponential edit
GODOT_PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc"
GODOT_PROPERTY_HINT_EXP_EASING, /// exponential easing funciton (Math::ease)
GODOT_PROPERTY_HINT_LENGTH, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_SPRITE_FRAME,
GODOT_PROPERTY_HINT_KEY_ACCEL, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags)
GODOT_PROPERTY_HINT_LAYERS_2D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_2D_PHYSICS,
GODOT_PROPERTY_HINT_LAYERS_3D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_3D_PHYSICS,
GODOT_PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_DIR, ///< a directort path must be passed
GODOT_PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_GLOBAL_DIR, ///< a directort path must be passed
GODOT_PROPERTY_HINT_RESOURCE_TYPE, ///< a resource object type
GODOT_PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines
GODOT_PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY,
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS,
GODOT_PROPERTY_HINT_OBJECT_ID,
GODOT_PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose
GODOT_PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts)
GODOT_PROPERTY_HINT_METHOD_OF_VARIANT_TYPE, ///< a method of a type
GODOT_PROPERTY_HINT_METHOD_OF_BASE_TYPE, ///< a method of a base type
GODOT_PROPERTY_HINT_METHOD_OF_INSTANCE, ///< a method of an instance
GODOT_PROPERTY_HINT_METHOD_OF_SCRIPT, ///< a method of a script & base
GODOT_PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, ///< a property of a type
GODOT_PROPERTY_HINT_PROPERTY_OF_BASE_TYPE, ///< a property of a base type
GODOT_PROPERTY_HINT_PROPERTY_OF_INSTANCE, ///< a property of an instance
GODOT_PROPERTY_HINT_PROPERTY_OF_SCRIPT, ///< a property of a script & base
GODOT_PROPERTY_HINT_MAX,
} godot_property_hint;
typedef enum {
GODOT_PROPERTY_USAGE_STORAGE = 1,
GODOT_PROPERTY_USAGE_EDITOR = 2,
GODOT_PROPERTY_USAGE_NETWORK = 4,
GODOT_PROPERTY_USAGE_EDITOR_HELPER = 8,
GODOT_PROPERTY_USAGE_CHECKABLE = 16, //used for editing global variables
GODOT_PROPERTY_USAGE_CHECKED = 32, //used for editing global variables
GODOT_PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings
GODOT_PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor
GODOT_PROPERTY_USAGE_CATEGORY = 256,
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO = 512, //only store if nonzero
GODOT_PROPERTY_USAGE_STORE_IF_NONONE = 1024, //only store if false
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE = 2048,
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED = 4096,
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE = 8192,
GODOT_PROPERTY_USAGE_STORE_IF_NULL = 16384,
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 32768,
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 65536,
GODOT_PROPERTY_USAGE_DEFAULT = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK,
GODOT_PROPERTY_USAGE_DEFAULT_INTL = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED,
GODOT_PROPERTY_USAGE_NOEDITOR = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK,
} godot_property_usage_flags;
typedef struct {
godot_method_rpc_mode rset_type;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_property_attributes;
typedef struct {
// instance pointer, method_data - return user data
GDCALLINGCONV void *(*create_func)(godot_object *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_create_func;
typedef struct {
// instance pointer, method data, user data
GDCALLINGCONV void (*destroy_func)(godot_object *, void *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_destroy_func;
void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
typedef struct {
godot_method_rpc_mode rpc_type;
} godot_method_attributes;
typedef struct {
// instance pointer, method data, user data, num args, args - return result as varaint
GDCALLINGCONV godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_method;
void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method);
typedef struct {
// instance pointer, method data, user data, value
GDCALLINGCONV void (*set_func)(godot_object *, void *, void *, godot_variant *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_property_set_func;
typedef struct {
// instance pointer, method data, user data, value
GDCALLINGCONV godot_variant (*get_func)(godot_object *, void *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_property_get_func;
void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func);
typedef struct {
godot_string name;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_signal_argument;
typedef struct {
godot_string name;
int num_args;
godot_signal_argument *args;
int num_default_args;
godot_variant *default_args;
} godot_signal;
void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal);
godot_object GDAPI *godot_nativescript_new(const char *p_classname);
void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance);
#ifdef __cplusplus
}
#endif
#endif

View file

@ -1,36 +0,0 @@
# Copyright 2017 Xored Software, Inc.
import nake
import os, ospaths, times
import apigen.apigen
proc cmdParams(): string =
let params = commandLineParams()
assert(params.len > 0)
result = params[1..<params.len].join(" ")
proc genGodotApi() =
let godotBin = getEnv("GODOT_BIN")
if godotBin.isNil or godotBin.len == 0:
echo "GODOT_BIN environment variable is not set"
quit(-1)
if not fileExists(godotBin):
echo "Invalid GODOT_BIN path: " & godotBin
quit(-1)
const targetDir = "godotapi"
createDir(targetDir)
const jsonFile = "godotapi"/"api.json"
if not fileExists(jsonFile) or
godotBin.getLastModificationTime() > jsonFile.getLastModificationTime():
direShell(godotBin, "--gdnative-generate-json-api", jsonFile)
if not fileExists(jsonFile):
echo "Failed to generate api.json"
quit(-1)
genApi(targetDir, jsonFile)
task "build", "Builds the client for the current platform":
genGodotApi()
withDir "src":
direShell("nimble", "make")

View file

@ -1,99 +0,0 @@
[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 0.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_blur = true
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

View file

@ -1,5 +0,0 @@
[gd_resource type="DynamicFontData" format=2]
[resource]
font_path = "res://fonts/Roboto/ttf/Roboto-Regular.ttf"

View file

@ -1,202 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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APPENDIX: How to apply the Apache License to your work.
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View file

@ -1,34 +0,0 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=1]
[ext_resource path="res://scripts/FPSCounter.gdns" type="Script" id=2]
[sub_resource type="DynamicFont" id=1]
size = 40
use_mipmaps = false
use_filter = false
font_data = ExtResource( 1 )
_sections_unfolded = [ "Extra Spacing", "Font", "Settings" ]
[node name="Label" type="Label"]
anchor_left = 1
anchor_right = 1
margin_top = 10.0
margin_right = 10.0
grow_horizontal = 0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "FPS: 9000"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
script = ExtResource( 2 )
_sections_unfolded = [ "Anchor", "Grow Direction", "Margin", "custom_colors", "custom_fonts" ]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.3 KiB

View file

@ -1,23 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true

View file

@ -1,50 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://scripts/MainPanel.gdns" type="Script" id=1]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=3]
[sub_resource type="DynamicFont" id=1]
size = 80
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="Panel" type="Panel"]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 1
size_flags_vertical = 1
script = ExtResource( 1 )
_sections_unfolded = [ "Anchor", "Margin" ]
[node name="Label" type="Label" parent="."]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "Click me to load scene"
align = 1
valign = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
[node name="FPS" parent="." instance=ExtResource( 3 )]
margin_left = 189.0
margin_bottom = 58.0

View file

@ -1,12 +0,0 @@
[gd_resource type="GDNativeLibrary" format=2]
[resource]
platform/X11_32bit = "res://_dlls/nim_linux_32.so"
platform/X11_64bit = "res://_dlls/nim_linux_64.so"
platform/Windows_32bit = "res://_dlls/nim_32.dll"
platform/Windows_64bit = "res://_dlls/nim_64.dll"
platform/OSX = "res://_dlls/nim_mac.dylib"
platform/Android = "res://_dlls/nim_android.so"
platform/iOS = "res://_dlls/nim_ios.dylib"
platform/WebAssembly = ""

View file

@ -1,14 +0,0 @@
config_version=3
[application]
config/name="Simple Sample"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[autoload]
NimRuntime="*res://scripts/NimRuntime.gdns"
[rendering]
environment/default_environment="res://default_env.tres"

View file

@ -1,48 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=1]
[sub_resource type="CapsuleMesh" id=1]
radius = 1.0
mid_height = 1.0
radial_segments = 64
rings = 8
[node name="Node" type="Node"]
[node name="MeshInstance" type="MeshInstance" parent="."]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = null
_sections_unfolded = [ "Geometry", "material" ]
[node name="Label" parent="." instance=ExtResource( 1 )]
[node name="Camera" type="Camera" parent="."]
transform = Transform( 0.930689, 0.16529, -0.326338, 0, 0.892097, 0.451845, 0.365811, -0.420527, 0.830265, -0.972205, 1.19673, 2.59579 )
projection = 0
fov = 65.0
near = 0.1
far = 100.0
keep_aspect = 1
current = true
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler/tracking = 0

View file

@ -1,9 +0,0 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "FPSCounter"
library = ExtResource( 1 )
class_name = "FPSCounter"

View file

@ -1,9 +0,0 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "MainPanel"
library = ExtResource( 1 )
class_name = "MainPanel"

View file

@ -1,9 +0,0 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "NimRuntime"
library = ExtResource( 1 )
class_name = "NimRuntime"

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@ -1,43 +0,0 @@
import ospaths
switch("nimcache", "nimcache"/hostOS/hostCPU)
when defined(macosx):
switch("passL", "-framework Cocoa -Wl,-undefined,dynamic_lookup")
elif defined(android):
let ndk = getEnv("ANDROID_NDK_ROOT")
let toolchain = getEnv("ANDROID_TOOLCHAIN")
if ndk.len == 0:
raise newException(OSError,
"ANDROID_NDK_ROOT environment variable is necessary for android build")
if toolchain.len == 0:
raise newException(OSError,
"ANDROID_TOOLCHAIN environment variable is necessary for android build")
const level = $16 # change this to the necessary API level
const arch = "arm"
let sysroot = "--sysroot=\"" & ndk & "/platforms/android-" & level & "/arch-" & arch & "/\""
switch("passL", sysroot)
switch("passC", sysroot)
switch("cc", "clang")
switch("arm.linux.clang.path", toolchain / "bin")
switch("arm.linux.clang.exe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.compilerexe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.linkerexe", arch & "-linux-androideabi-clang")
elif defined(windows):
assert(sizeof(int) == 8)
switch("cc", "vcc")
let godotLib = getEnv("GODOT_LIB")
if godotLib.len == 0:
raise newException(OSError,
"GODOT_LIB must be specified and point to the .lib file")
switch("clib", godotLib.changeFileExt(""))
elif defined(linux):
switch("passC", "-fPIC")
else:
raise newException(OSError, "Unsupported platform: " & hostOS)
when not defined(release):
switch("debugger", "native")

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@ -1,17 +0,0 @@
# Copyright 2017 Xored Software, Inc.
import strutils
import godot
import engine, label, resource_loader, packed_scene
gdobj FPSCounter of Label:
var lastFPS: float32
method ready*() =
setProcess(true)
method process*(delta: float64) =
let fps = getFramesPerSecond()
if int(fps * 10) != int(lastFPS * 10):
lastFPS = fps
self.text = "FPS: " & formatFloat(fps, ffDecimal, 1)

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@ -1,18 +0,0 @@
# Copyright 2017 Xored Software, Inc.
import godot
import scene_tree, resource_loader, packed_scene, panel, global_constants,
input_event_mouse_button
gdobj MainPanel of Panel:
method ready*() =
setProcessInput(true)
method input*(event: InputEvent) =
if event of InputEventMouseButton:
let ev = event as InputEventMouseButton
if ev.buttonIndex == BUTTON_LEFT:
getTree().setInputAsHandled()
let scene = load("res://scene.tscn") as PackedScene
getTree().getRoot().addChild(scene.instance())
queueFree()

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@ -1,9 +0,0 @@
--path:"$projectdir"
--path:"$projectdir/../godotapi"
--cincludes:"$projectdir/../godot_headers/"
--experimental
--app:lib
--stackTrace:on
-d:useRealtimeGc
--noMain
--warning[LockLevel]:off

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@ -1,12 +0,0 @@
# Copyright 2017 Xored Software, Inc.
## Import independent scene objects here
## (no need to import everything, just independent roots)
when not defined(release):
import segfaults # converts segfaults into NilAccessError
import nimruntime
import fpscounter
import mainpanel

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@ -1,34 +0,0 @@
version = "0.1.0"
author = "Xored Software, Inc."
description = "FPS Counter Sample"
license = "MIT"
bin = @["simple"]
requires "https://github.com/pragmagic/godot-nim.git >= 0.2.2 & < 0.3.0"
task make, "build":
const archPostfix = when sizeof(int) == 8: "_64" else: "_32"
const libFile =
when defined(windows):
"nim" & archPostfix & ".dll"
elif defined(ios):
"nim_ios.dylib"
elif defined(macosx):
"nim_mac.dylib"
elif defined(android):
"nim_android.so"
elif defined(linux):
"nim_linux" & archPostfix & ".so"
else: nil
if libFile.isNil:
raise newException(OSError, "Unsupported platform")
exec "nimble build -y"
const dir = "../project/_dlls/"
const target = dir & libFile
mkDir(dir)
when defined(windows):
rmFile(target)
mvFile(bin[0] & ".exe", target)
else:
mvFile(bin[0], target)

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@ -1,7 +1,7 @@
version = "0.2.2"
version = "0.8.2"
author = "Xored Software, Inc."
description = "Godot Engine bindings"
license = "MIT"
srcDir = "godot"
requires "nim >= 0.17.0", "compiler >= 0.17.0"
requires "nim >= 0.17.3", "compiler >= 0.17.3"

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@ -1,860 +0,0 @@
# Copyright 2017 Xored Software, Inc.
import streams, json, ospaths, strutils, times, sets, tables
import sequtils, algorithm
import compiler / [ast, renderer, idents, astalgo]
proc ident(ident: string): PNode =
result = newNode(nkIdent)
result.ident = getIdent(ident)
proc addChain(node: PNode, others: varargs[PNode]): PNode {.discardable.} =
for other in others:
node.add(other)
result = node
proc newIdentDefs(name, typ: PNode,
defaultVal: PNode = nil): PNode =
result = newNode(nkIdentDefs)
result.add(name)
result.add(typ)
if defaultVal.isNil:
result.add(newNode(nkEmpty))
else:
result.add(defaultVal)
proc newProc(name: PNode, params: openArray[PNode], body = newNode(nkEmpty),
procType = nkProcDef): PNode =
result = newNode(procType)
result.add(name)
result.add(newNode(nkEmpty))
result.add(newNode(nkEmpty))
let formalParams = newNode(nkFormalParams)
for param in params:
formalParams.add(param)
result.add(formalParams)
result.add(newNode(nkEmpty))
result.add(newNode(nkEmpty))
result.add(body)
proc newIfStmt(condition, body: PNode): PNode =
result = newNode(nkIfStmt)
let branch = newNode(nkElifBranch)
result.add(branch)
branch.add(condition)
branch.add(body)
proc newCall(theProc: PNode, args: varargs[PNode]): PNode =
result = newNode(nkCall)
result.add(theProc)
for arg in args:
result.add(arg)
proc newCall(theProc: string, args: varargs[PNode]): PNode =
newCall(ident(theProc), args)
proc newStrLit(s: string): PNode =
result = newNode(nkStrLit)
result.strVal = s
proc newRStrLit(s: string): PNode =
result = newNode(nkRStrLit)
result.strVal = s
proc newCStringLit(s: string): PNode =
newNode(nkCallStrLit).addChain(ident("cstring"), newRStrLit(s))
proc newIntLit(val: BiggestInt): PNode =
result = newNode(nkIntLit)
result.intVal = val
proc newInt64Lit(val: BiggestInt): PNode =
result = newNode(nkInt64Lit)
result.intVal = val
proc newFloatLit(val: BiggestFloat): PNode =
result = newNode(nkFloatLit)
result.floatVal = val
proc newFloat64Lit(val: BiggestFloat): PNode =
result = newNode(nkFloat64Lit)
result.floatVal = val
proc newNilLit(): PNode =
result = newNode(nkNilLit)
proc newDotExpr(left, right: PNode): PNode =
result = newNode(nkDotExpr)
result.add(left)
result.add(right)
proc newCommand(left, right: PNode): PNode =
result = newNode(nkCommand)
result.add(left)
result.add(right)
proc newInfix(left, op, right: PNode): PNode =
result = newNode(nkInfix)
result.add(op)
result.add(left)
result.add(right)
proc postfix(left: PNode, op: string): PNode =
result = newNode(nkPostfix)
result.add(ident(op))
result.add(left)
proc newExprColonExpr(key, value: PNode): PNode =
newNode(nkExprColonExpr).addChain(key, value)
proc pragma(key: PNode, value: PNode): PNode =
newNode(nkPragma).addChain(key, value)
proc newBracketExpr(first, bracket: PNode): PNode =
newNode(nkBracketExpr).addChain(first, bracket)
proc newEmptyNode(): PNode =
newNode(nkEmpty)
type GodotType = ref object
name: string
godotName: string
baseName: string
doc: string
derivedCount: int
isSingleton: bool
jsonNode: JsonNode
proc findCommonRoot(typeRegistry: Table[string, GodotType],
types: seq[string]): string =
if types.len == 0: return "Object"
var chains = newSeq[seq[string]](types.len)
for idx, typ in types:
chains[idx] = newSeq[string]()
chains[idx].add(typ)
var curTyp = typeRegistry[typ]
while curTyp.baseName != "NimGodotObject":
chains[idx].add(curTyp.baseName)
curTyp = typeRegistry[curTyp.baseName]
chains[idx].reverse()
var idx = 0
while true:
var curType: string
var allEqual = true
for chain in chains:
if idx >= chain.len:
allEqual = false
break
if curType.isNil:
curType = chain[idx]
elif curType != chain[idx]:
allEqual = false
break
if allEqual:
result = curType
else:
break
inc idx
proc incDerivedCount(types: var Table[string, GodotType],
className: string) =
let typ = types.getOrDefault(className)
if not typ.isNil:
inc typ.derivedCount
types.incDerivedCount(typ.baseName)
proc toNimType(godotType: string): string =
case godotType:
of "float": "float64"
of "int": "int64"
of "String": "string"
of "File": "godottypes.File"
else: godotType
proc toNimType(types: Table[string, GodotType], godotType: string): string =
let origType =
if godotType.contains(','):
findCommonRoot(types, godotType.split(','))
else:
godotType
result = toNimType(origType)
proc toNimStyle(name: string): string =
result = newStringOfCap(name.len + 1)
var i = 0
var makeUpperCase: bool
while i < name.len:
if name[i] == '_':
if result.len != 0:
makeUpperCase = true
elif name[i] != '/': # remove slashes
if makeUpperCase:
result.add(name[i].toUpperAscii())
makeUpperCase = false
else:
result.add(name[i])
inc i
while isKeyword(getIdent(result)):
result.add(result[result.len - 1])
if result == "result":
result = "resultVal"
proc newRefTypeNode(typeSection: PNode, typ, base, doc: string,
isExported = true) =
let typeDef = newNode(nkTypeDef)
typeSection.add(typeDef)
if isExported:
typeDef.add(postfix(ident(typ), "*"))
else:
typeDef.add(ident(typ))
typeDef.add(newNode(nkEmpty)) # generic
let objTy = newNode(nkObjectTy)
let refTy = newNode(nkRefTy)
refTy.add(objTy)
typeDef.add(refTy)
objTy.add(newNode(nkEmpty))
let inherit = newNode(nkOfInherit)
inherit.add(ident(base))
objTy.add(inherit)
if not doc.isNil:
let recList = newNode(nkRecList)
let docNode = newNode(nkCommentStmt)
docNode.comment = doc
recList.add(docNode)
objTy.add(recList)
else:
objTy.add(newNode(nkEmpty))
proc makeConstSection(constObj: JsonNode): PNode =
if constObj.len == 0:
return newNode(nkEmpty)
result = newNode(nkConstSection)
for field, val in constObj:
let def = newNode(nkConstDef)
def.add(postfix(ident(field), "*"))
def.add(newNode(nkEmpty)) # infer type
var valNode: PNode
if val.kind == JInt:
valNode = newInt64Lit(val.num)
# valNode.intVal = val.num
elif val.kind == JFloat:
valNode = newFloat64Lit(val.fnum)
elif val.kind == JBool:
valNode = ident($val.bval)
elif val.kind == JString:
valNode = newNode(nkStrLit)
valNode.strVal = val.str
else:
raise newException(ValueError, "Unexpected constant kind: " & $val.kind)
def.add(valNode)
result.add(def)
type MethodArg = tuple[name, typ: string, defaultVal: JsonNode, isVarargs: bool]
const standardTypes = toSet(
["bool", "cint", "int", "uint8", "int8", "uint16", "int16", "uint32", "int32",
"uint64",
"int64", "float32", "cfloat", "float64", "GodotString", "Vector2", "Rect2",
"Vector3", "Transform2D", "Plane", "Quat", "Rect3", "Basis", "Transform",
"Color", "NodePath", "RID", "Dictionary", "Array", "PoolByteArray",
"PoolIntArray", "PoolRealArray", "PoolStringArray", "PoolVector2Array",
"PoolVector3Array", "PoolColorArray", "Variant"])
const smallIntTypes = toSet(["uint8", "int8", "uint16", "int16", "uint32", "int32",
"cint", "int", "Error"])
const int64Types = toSet(["uint64", "int64"])
const intTypes = union(smallIntTypes, int64Types)
const float64Types = toSet(["float64", "cdouble"])
const float32Types = toSet(["float32", "cfloat"])
const floatTypes = union(float64Types, float32Types)
const arrayTypes = toSet(["Array", "PoolByteArray",
"PoolIntArray", "PoolRealArray", "PoolStringArray", "PoolVector2Array",
"PoolVector3Array", "PoolColorArray"])
proc newNilCheck(ident, toAssign: PNode): PNode =
newIfStmt(newCall("isNil", ident),
newNode(nkAsgn).addChain(ident).addChain(
toAssign
)
)
proc singletonName(typ: string): PNode =
ident("singleton" & typ)
proc makeDefaultValue(arg: MethodArg): PNode =
result = newEmptyNode()
if not arg.defaultVal.isNil:
if arg.typ == "bool":
result = ident(arg.defaultVal.str.toLowerAscii())
elif arg.typ in intTypes:
result = newInt64Lit(parseBiggestInt(arg.defaultVal.str))
elif arg.typ == "string" or arg.typ == "NodePath":
result = newStrLit(arg.defaultVal.str)
elif arg.typ in floatTypes:
result = newFloatLit(parseFloat(arg.defaultVal.str))
elif arg.defaultVal.str == "Null":
if arg.typ == "Variant":
result = newCall("variant")
else:
result = newNilLit()
elif arg.typ == "Color":
result = newCall("initColor",
arg.defaultVal.str.split(',').mapIt(newFloatLit(parseFloat(it))))
# elif arg.typ in arrayTypes and (arg.defaultVal.str == "[]" or
# arg.defaultVal.str == "[" & arg.typ & "]"):
# result = newCall("init" & arg.typ)
elif arg.typ == "RID" and arg.defaultVal.str == "[RID]":
result = newCall("initRID")
elif arg.typ == "Vector2" or arg.typ == "Vector3" or arg.typ == "Rect2":
let parts = arg.defaultVal.str.replace("(", "").replace(")", "").
replace(" ", "").
split(",").mapIt(newFloatLit(parseFloat(it)))
if arg.typ.endsWith("r2"):
result = newCall("vec2", parts)
elif arg.typ.endsWith('3'):
result = newCall("vec3", parts)
else:
result = newCall("initRect2", parts)
elif arg.defaultVal.str == "[Object:null]":
result = newNilLit()
elif arg.typ != "Transform" and arg.typ != "Transform2D" and
arg.typ != "Variant" and arg.typ notin arrayTypes: # TODO
raise newException(
ValueError,
"Cannot build default value from $# ($#)" %
[$arg.defaultVal, arg.typ])
proc doGenerateMethod(tree: PNode, methodBindRegistry: var HashSet[string],
name: PNode, godotMethodName: string,
typ: GodotType, args: seq[MethodArg],
returnType: string, isVirtual,
isBase, withImplementation: bool) =
var body: PNode
if not withImplementation:
body = newNode(nkEmpty)
else:
var methodBindName = toNimStyle(
typ.name & "_" & godotMethodName & "_method_bind")
if methodBindName[0].isUpperAscii():
methodBindName[0] = methodBindName[0].toLowerAscii()
if methodBindName notin methodBindRegistry:
let methodBindDecl = newNode(nkVarSection).addChain(
newIdentDefs(
newNode(nkPragmaExpr).addChain(
ident(methodBindName)).addChain(
newNode(nkPragma).addChain(ident("threadvar"))),
newNode(nkPtrTy).addChain(ident("GodotMethodBind"))
))
tree.add(methodBindDecl)
methodBindRegistry.incl(methodBindName)
let nilCheck = newNilCheck(ident(methodBindName),
newCall("getMethod", newCStringLit(typ.godotName),
newCStringLit(godotMethodName))
)
let vars = newNode(nkVarSection)
var varargsName: string
var isVarargs: bool
var staticArgsLen: int
var argLenNode = newIntLit(0)
let argsName = ident("argsToPassToGodot")
if args.len > 0:
for arg in args:
if arg.isVarargs:
varargsName = arg.name
isVarargs = true
vars.add(newIdentDefs(ident("callError"), ident("VariantCallError")))
break
let argsAlloc = newNode(nkCast).addChain(
newNode(nkPtrTy).addChain(
newNode(nkBracketExpr).addChain(
ident("array"), ident("MAX_ARG_COUNT"),
if isVarargs: ident("Variant") else: ident("pointer"))))
staticArgsLen = if varargsName.isNil: args.len
else: args.len - 1
if not varargsName.isNil:
argLenNode = newCall("cint",
newInfix(newIntLit(staticArgsLen),
ident("+"),
newDotExpr(ident(varargsName), ident("len"))))
argsAlloc.add(newCall("godotAlloc", newCall("cint", newInfix(
newCall("sizeof", ident("Variant")), ident("*"),
newNode(nkPar).addChain(argLenNode))))
)
else:
argLenNode = newCall("cint", newIntLit(staticArgsLen))
vars.add(newIdentDefs(
ident("argsStatic"),
newNode(nkBracketExpr).addChain(
ident("array"), newIntLit(staticArgsLen), ident("pointer")),
newNode(nkEmpty)))
argsAlloc.add(newCommand(ident("addr"), ident("argsStatic")))
vars.add(newIdentDefs(argsName, newNode(nkEmpty), argsAlloc))
let argConversions = newNode(nkStmtList)
for idx, arg in args:
var argName = ident(arg.name)
if arg.isVarargs:
argName = newNode(nkBracketExpr).addChain(
ident(varargsName),
newInfix(ident("idx"), ident("-"), newIntLit(staticArgsLen)))
let argIdx = if arg.isVarargs: ident("idx") else: newIntLit(idx)
let isStandardType = arg.typ in standardTypes
let convArg = if not varargsName.isNil: newCall("toGodot", argName)
elif isStandardType: newCall("unsafeAddr", argName)
elif arg.typ == "string": newCall("unsafeAddr",
ident("argToPassToGodot" & $idx))
else: ident("argToPassToGodot" & $idx) # object
if not isStandardType and arg.isVarargs:
raise newException(ValueError,
"Non-standard type $# for varargs params of method $# of type $#" %
[arg.typ, godotMethodName, typ.godotName])
if not isStandardType:
if arg.typ == "string":
argConversions.add(newNode(nkLetSection).addChain(
newIdentDefs(ident("argToPassToGodot" & $idx), newEmptyNode(),
newCall("toGodotString", argName))))
else:
argConversions.add(newNode(nkLetSection).addChain(
newIdentDefs(ident("argToPassToGodot" & $idx), newEmptyNode(),
newDotExpr(argName, ident("godotObject")))))
let argAsgn = newNode(nkAsgn).addChain(
newNode(nkBracketExpr).addChain(
newNode(nkBracketExpr).addChain(argsName), argIdx),
convArg
)
if not arg.isVarargs:
argConversions.add(
argAsgn
)
else:
argConversions.add(newNode(nkVarSection).addChain(
newIdentDefs(ident("idx"), newNode(nkEmpty), newIntLit(staticArgsLen))))
let argLoop = newNode(nkWhileStmt)
argConversions.add(argLoop)
argLoop.add(newInfix(ident("idx"), ident("<"), argLenNode)
)
argLoop.add(argAsgn)
argLoop.add(newCommand(ident("inc"), ident("idx")))
let retName = if isVarargs: "callRet" else: "ptrCallRet"
let theCall = newCall(
newDotExpr(ident(methodBindName),
ident(if isVarargs: "call" else: "ptrCall")),
newDotExpr(ident("self"), ident("godotObject")),
if args.len > 0: argsName else: newNode(nkNilLit),
argLenNode,
if not isVarargs: ident(retName) else: ident("callError")
)
if not isVarargs:
theCall.sons.delete(3)
let freeCall = newCall("godotFree", argsName)
body = newNode(nkStmtList)
if typ.isSingleton:
let varName = singletonName(typ.name)
body.add(newNilCheck(varName, newCall(
newBracketExpr(ident("getSingleton"), ident(typ.name)))))
body.add(newNode(nkLetSection).addChain(newIdentDefs(
ident("self"), newNode(nkEmpty), varName
)))
if not varargsName.isNil:
body.add(
pragma(ident("push"), newExprColonExpr(
newBracketExpr(ident("warning"), ident("Destructor")),
ident("off"))))
body.add(nilCheck)
body.add(vars)
body.add(argConversions)
if not isVarargs:
let retPtrDecl = newNode(nkVarSection).addChain(
newIdentDefs(ident(retName), ident("pointer"), newEmptyNode())
)
body.add(retPtrDecl)
var isVariantRet: bool
var isConversionRet: bool
var isObjRet: bool
var isStringRet: bool
let retValIdent = if not isVarargs: ident("ptrCallVal") else: ident(retName)
if not returnType.isNil and varargsName.isNil:
var addrToAssign = newCall("addr", ident("ptrCallVal"))
if returnType in smallIntTypes:
isConversionRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("int64"),
)))
elif returnType in float32Types:
isConversionRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("float64"),
)))
elif returnType in standardTypes:
addrToAssign = newCall("addr", ident("result"))
elif returnType == "string":
isStringRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("GodotString"),
)))
else:
isObjRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, newNode(nkPtrTy).addChain(ident("GodotObject")),
)))
body.add(newNode(nkAsgn).addChain(ident(retName), addrToAssign))
if not isVarargs:
body.add(theCall)
else:
if not returnType.isNil:
isVariantRet = true
let callStmt = newNode(nkLetSection).addChain(
newIdentDefs(
newNode(nkPragmaExpr).addChain(
ident(retName), newNode(nkPragma).addChain(ident("used"))),
newNode(nkEmpty), theCall))
body.add(callStmt)
# if not returnType.isNil and not varargsName.isNil:
# body.add(newCall("fromGodot", ident("result"), ident(retName)))
# body.add(newCall("deinit", ident(retName)))
if args.len > 0 and not varargsName.isNil:
body.add(freeCall)
if not varargsName.isNil:
let errCheck = newIfStmt(
newInfix(newDotExpr(ident("callError"), ident("error")), ident("!="),
newDotExpr(ident("VariantCallErrorType"), ident("OK"))),
newNode(nkRaiseStmt).addChain(
newCall("newCallError", ident("callError")))
)
body.add(errCheck)
if isVariantRet:
let convErrDef = newNode(nkLetSection).addChain(
newIdentDefs(ident("convErr"), newNode(nkEmpty),
newCall("fromGodot", ident("result"), retValIdent)))
let convCheck = newIfStmt(
newInfix(ident("convErr"), ident("!="),
newDotExpr(ident("ConversionResult"), ident("OK"))),
newNode(nkRaiseStmt).addChain(
newCall("newConversionError", ident("convErr")))
)
body.add(convErrDef)
body.add(convCheck)
if not isVarargs and (isVariantRet or isStringRet):
# varargs use call with "let" so destructor is invoked
body.add(newCall("deinit", retValIdent))
elif isConversionRet:
body.add(newNode(nkAsgn).addChain(ident("result"),
newCall(returnType, retValIdent)))
elif isObjRet:
body.add(newNode(nkAsgn).addChain(ident("result"),
newCall(newBracketExpr(ident("asNimGodotObject"),
newCall("type", ident("result"))), retValIdent)))
elif isStringRet:
body.add(newNode(nkAsgn).addChain(ident("result"),
newCall("$", retValIdent)))
if not varargsName.isNil:
body.add(
pragma(ident("push"), newExprColonExpr(
newBracketExpr(ident("warning"), ident("Destructor")),
ident("on"))))
let procType = if isVirtual: nkMethodDef
else: nkProcDef
var params = newSeqOfCap[PNode](args.len + 2)
if not returnType.isNil:
params.add(ident(returnType))
else:
params.add(newNode(nkEmpty))
if not typ.isSingleton:
params.add(newIdentDefs(ident("self"), ident(toNimType(typ.name))))
for arg in args:
if arg.isVarargs:
params.add(newIdentDefs(ident(arg.name),
newNode(nkBracketExpr).addChain(ident("varargs"), ident(arg.typ))))
else:
let defaultValue = arg.makeDefaultValue()
params.add(newIdentDefs(ident(arg.name), ident(arg.typ), defaultValue))
let procDecl = newProc(if not withImplementation: postfix(name, "*")
else: name,
params, body, procType)
if not withImplementation:
let pragma = newNode(nkPragma)
pragma.add(ident("gcsafe"))
pragma.add(newNode(nkExprColonExpr).addChain(ident("locks"),
newIntLit(0)))
if isVirtual and isBase:
pragma.add(ident("base"))
procDecl.sons[4] = pragma
tree.add(procDecl)
proc generateMethod(tree: PNode, methodBindRegistry: var HashSet[string],
name: PNode, godotMethodName: string,
typ: GodotType, args: seq[MethodArg],
returnType: string, isVirtual, isBase, withImplementation: bool) =
doGenerateMethod(
tree, methodBindRegistry, name, godotMethodName, typ,
args, returnType, isVirtual, isBase, withImplementation)
proc makeProperty(types: Table[string, GodotType], tree: PNode,
methodBindRegistry: var HashSet[string],
typ: GodotType,
propertyObj: JsonNode, withImplementation: bool) =
let getterNameStr = toNimStyle(propertyObj["name"].str)
let getterName = ident(toNimStyle(propertyObj["name"].str))
let setterName = newNode(nkAccQuoted).addChain(ident(getterNameStr & "="))
let nimType = toNimType(types, propertyObj["type"].str)
generateMethod(tree, methodBindRegistry,
getterName, propertyObj["getter"].str, typ,
@[], nimType, isVirtual = false,
isBase = false, withImplementation)
generateMethod(tree, methodBindRegistry,
setterName, propertyObj["setter"].str, typ,
@[("val", nimType, JsonNode(nil), false)],
nil, isVirtual = false, isBase = false, withImplementation)
proc makeMethod(types: Table[string, GodotType], tree: PNode,
methodBindRegistry: var HashSet[string],
typ: GodotType, methodObj: JsonNode,
withImplementation: bool) =
let returnType = if methodObj["return_type"].str != "void":
toNimType(types, methodObj["return_type"].str)
else: nil
for prop in typ.jsonNode["properties"]:
if prop["getter"].str == methodObj["name"].str or
prop["setter"].str == methodObj["name"].str:
return
var args = newSeqOfCap[MethodArg](methodObj["arguments"].len + 1)
var origArgs = methodObj["arguments"]
var isBase = methodObj["is_virtual"].bval
if methodObj["is_virtual"].bval:
proc getMethod(typNode: JsonNode, methName: string): JsonNode =
for meth in typNode["methods"]:
if meth["is_virtual"].bval and
meth["name"].str == methName: return meth
var curTyp = types.getOrDefault(typ.baseName)
while not curTyp.isNil:
let meth = curTyp.jsonNode.getMethod(methodObj["name"].str)
if not meth.isNil:
origArgs = meth["arguments"]
isBase = false
curTyp = types.getOrDefault(curTyp.baseName)
for arg in origArgs:
let typ = toNimType(types, arg["type"].str)
let defaultVal = if arg["has_default_value"].bval: arg["default_value"]
else: nil
args.add((toNimStyle(arg["name"].str), typ,
defaultVal, false))
if methodObj["has_varargs"].bval:
args.add(("variantArgs", "Variant", JsonNode(nil), true))
let godotName = methodObj["name"].str
generateMethod(tree, methodBindRegistry,
ident(toNimStyle(godotName)), methodObj["name"].str,
typ, args,
returnType, methodObj["is_virtual"].bval, isBase,
withImplementation)
proc addAttributeToDoc(doc: var string, propName, propValue: string) =
if doc.len > 0:
doc.add("\n")
doc.add(propName & ": " & propValue)
const classAttributes = ["singleton", "instanciable", "is_reference"]
proc typeNameToModuleName(name: string): string =
var wasUpperOrDigit = true
result = newStringOfCap(name.len + 10)
for idx, c in name:
if c.isUpperAscii() or c.isDigit():
if not wasUpperOrDigit or idx > 0 and idx < name.len - 1 and
name[idx + 1].isLowerAscii():
result.add('_')
result.add(c.toLowerAscii())
wasUpperOrDigit = true
else:
result.add(c)
wasUpperOrDigit = false
if result == "object":
# keyword
result = "objects"
if result == "os":
# to avoid clash with stdlib
result = "gd_os"
proc newRegisterClassNode(typ: GodotType): PNode =
newCall("registerClass",
ident(typ.name),
newCStringLit(typ.godotName),
ident("true") # isNative
)
proc genSingletonDecl(typ: string): PNode =
result = newNode(nkVarSection)
let name = singletonName(typ)
let threadvar = newNode(nkPragma).addChain(ident("threadvar"))
result.add(newIdentDefs(newNode(nkPragmaExpr).addChain(name, threadvar),
ident(typ)))
proc shouldExport(typ: GodotType, types: Table[string, GodotType]): bool =
var curTyp = typ
while not curTyp.isNil and not curTyp.isSingleton:
curTyp = types.getOrDefault(curTyp.baseName)
result = curTyp.isNil
proc genTypeFile*(types: var Table[string, GodotType], targetDir: string) =
for typ in types.values():
types.incDerivedCount(typ.baseName)
var sortedTypes = toSeq(types.values())
sortedTypes.sort do (x, y: GodotType) -> int:
cmp(y.derivedCount, x.derivedCount)
let godotApiTypesTree = newNode(nkStmtList)
godotApiTypesTree.add(newNode(nkImportStmt).addChain(ident("godot")))
let typeSection = newNode(nkTypeSection)
godotApiTypesTree.add(typeSection)
for typ in sortedTypes:
if not typ.shouldExport(types): continue
newRefTypeNode(typeSection, typ.name, typ.baseName, typ.doc)
for typ in sortedTypes:
if not typ.shouldExport(types): continue
let regNode = newCall("registerClass",
ident(typ.name),
newCStringLit(typ.godotName),
ident("true") # isNative
)
godotApiTypesTree.add(regNode)
renderModule(godotApiTypesTree, targetDir / "godottypes.nim")
proc genApi*(targetDir: string, apiJsonFile: string) =
let apiJson = parseJson(newFileStream(apiJsonFile),
apiJsonFile.extractFilename())
var megaImport = newStringOfCap(64 * 1024)
var types = initTable[string, GodotType]()
for obj in apiJson:
let godotClassName = obj["name"].str
let className = godotClassName.replace("_", "")
var baseClassName = obj["base_class"].str
baseClassName = toNimType(baseClassName.replace("_", ""))
if baseClassName.isNil or baseClassName.len == 0:
baseClassName = "NimGodotObject"
var doc = ""
for attr in classAttributes:
if attr in obj:
addAttributeToDoc(doc, attr, $obj[attr])
types[className] = GodotType(
name: className,
godotName: godotClassName,
baseName: baseClassName,
doc: doc,
jsonNode: obj,
isSingleton: obj["singleton"].bval
)
for typ in types.values():
let tree = newNode(nkStmtList)
let importStmt = newNode(nkImportStmt)
importStmt.add(ident("godot"))
importStmt.add(ident("godottypes"))
importStmt.add(newDotExpr(ident("core"), ident("godotcore")))
tree.add(importStmt)
let exportStmt = newNode(nkExportStmt)
exportStmt.add(ident("godottypes"))
tree.add(exportStmt)
var methodBindRegsitry = initSet[string]()
let obj = typ.jsonNode
if typ.baseName != "NimGodotObject":
let baseModule = typeNameToModuleName(typ.baseName)
let baseModuleNode = if getIdent(baseModule).isKeyword:
newStrLit(baseModule & ".nim")
else:
ident(baseModule)
importStmt.add(baseModuleNode)
exportStmt.add(baseModuleNode)
let constSection = makeConstSection(obj["constants"])
if constSection.kind != nkEmpty:
# renderer doesn't properly render empty stmt after type section
tree.add(makeConstSection(obj["constants"]))
if typ.isSingleton:
let typeDecl = newNode(nkTypeSection)
newRefTypeNode(typeDecl, typ.name, typ.baseName, typ.doc,
isExported = false)
tree.add(typeDecl)
tree.add(newRegisterClassNode(typ))
tree.add(genSingletonDecl(typ.name))
# first, generate declarations only for ease of
# human readability of the file
for property in obj["properties"]:
makeProperty(types, tree, methodBindRegsitry, typ, property,
withImplementation = false)
for meth in obj["methods"]:
makeMethod(types, tree, methodBindRegsitry, typ,
meth, withImplementation = false)
for property in obj["properties"]:
makeProperty(types, tree, methodBindRegsitry, typ,
property, withImplementation = true)
for meth in obj["methods"]:
makeMethod(types, tree, methodBindRegsitry, typ, meth,
withImplementation = true)
let moduleName = typeNameToModuleName(typ.name)
renderModule(tree, targetDir / moduleName & ".nim")
megaImport.add("import \"" & moduleName & "\"\n")
genTypeFile(types, targetDir)
writeFile(targetDir / "godotall.nim", megaImport)
writeFile(targetDir / splitPath(targetDir)[1] & ".nimble", "")
when isMainModule:
import os
const usage = slurp("usage.txt")
proc main() =
if paramCount() < 2:
echo usage
quit(-1)
let godotBin = paramStr(1)
let targetDir = paramStr(2)
if not dirExists(targetDir):
echo "The specified directory does not exist"
quit(-1)
if not fileExists(godotBin):
echo "Invalid godot binary path"
quit(-1)
let jsonFile = targetDir / "api.json"
if fileExists(jsonFile) and
godotBin.getLastModificationTime() <= jsonFile.getLastModificationTime():
echo "api.json if up to date - doing nothing."
return
discard execShellCmd(
"\"" & godotBin & "\" --gdnative-generate-json-api \"" & jsonFile & "\"")
if not fileExists(jsonFile):
echo "Failed to generate api.json"
quit(-1)
genApi(targetDir, jsonFile)
main()

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@ -1,3 +0,0 @@
Tool for wrapping Godot API into Nim
apigen [godot binary path] [target directory]

79
godot/core/aabb.nim Normal file
View file

@ -0,0 +1,79 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initAABB*(pos, size: Vector3): AABB {.inline.} =
AABB(position: pos, size: size)
proc `$`*(self: AABB): string {.inline.} =
$getGDNativeAPI().aabbAsString(self)
proc hash*(self: AABB): Hash {.inline.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetArea(self)
proc hasNoArea*(self: AABB): bool {.inline.} =
getGDNativeAPI().aabbHasNoArea(self)
proc hasNoSurface*(self: AABB): bool {.inline.} =
getGDNativeAPI().aabbHasNoSurface(self)
proc intersects*(self, other: AABB): bool {.inline.} =
getGDNativeAPI().aabbIntersects(self, other)
proc encloses*(self, other: AABB): bool {.inline.} =
getGDNativeAPI().aabbEncloses(self, other)
proc merge*(self, other: AABB): AABB {.inline.} =
getGDNativeAPI().aabbMerge(self, other).toAABB()
proc intersection*(self, other: AABB): AABB {.inline.} =
getGDNativeAPI().aabbIntersection(self, other).toAABB()
proc intersectsPlane*(self: AABB; plane: Plane): bool {.inline.} =
getGDNativeAPI().aabbIntersectsPlane(self, plane)
proc intersectsSegment*(self: AABB; start, to: Vector3): bool {.inline.} =
getGDNativeAPI().aabbIntersectsSegment(self, start, to)
proc contains*(self: AABB; point: Vector3): bool {.inline.} =
getGDNativeAPI().aabbHasPoint(self, point)
proc getSupport*(self: AABB; dir: Vector3): Vector3 {.inline.} =
getGDNativeAPI().aabbGetSupport(self, dir).toVector3()
proc getLongestAxis*(self: AABB): Vector3 {.inline.} =
getGDNativeAPI().aabbGetLongestAxis(self).toVector3()
proc getLongestAxisIndex*(self: AABB): cint {.inline.} =
getGDNativeAPI().aabbGetLongestAxisIndex(self)
proc getLongestAxisSize*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetLongestAxisSize(self)
proc getShortestAxis*(self: AABB): Vector3 {.inline.} =
getGDNativeAPI().aabbGetShortestAxis(self).toVector3()
proc getShortestAxisIndex*(self: AABB): cint {.inline.} =
getGDNativeAPI().aabbGetShortestAxisIndex(self)
proc getShortestAxisSize*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetShortestAxisSize(self)
proc expand*(self: AABB; toPoint: Vector3): AABB {.inline.} =
getGDNativeAPI().aabbExpand(self, toPoint).toAABB()
proc grow*(self: AABB; by: float32): AABB {.inline.} =
getGDNativeAPI().aabbGrow(self, by).toAABB()
proc getEndpoint*(self: AABB; idx: cint): Vector3 {.inline.} =
getGDNativeAPI().aabbGetEndpoint(self, idx).toVector3()
proc `==`*(a, b: AABB): bool {.inline.} =
getGDNativeAPI().aabbOperatorEqual(a, b)

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@ -1,145 +1,146 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import hashes
import godotbase, poolarray, variant, strings
import internal/godotinternaltypes, internal/godotarrays
proc initArray(dest: var Array) {.
importc: "godot_array_new", header: "godot/array.h".}
proc initArray(dest: var Array; pca: PoolColorArray) {.
importc: "godot_array_new_pool_coloarray",
header: "godot/array.h".}
proc initArray(dest: var Array; pv3a: PoolVector3Array) {.
importc: "godot_array_new_pool_vector3_array",
header: "godot/array.h".}
proc initArray(dest: var Array; pv2a: PoolVector2Array) {.
importc: "godot_array_new_pool_vector2_array",
header: "godot/array.h".}
proc initArray(dest: var Array; psa: PoolStringArray) {.
importc: "godot_array_new_pool_string_array",
header: "godot/array.h".}
proc initArray(dest: var Array; pra: PoolRealArray) {.
importc: "godot_array_new_pool_real_array",
header: "godot/array.h".}
proc initArray(dest: var Array; pia: PoolIntArray) {.
importc: "godot_array_new_pool_int_array",
header: "godot/array.h".}
proc initArray(dest: var Array; pba: PoolByteArray) {.
importc: "godot_array_new_pool_byte_array",
header: "godot/array.h".}
type
Array* = ref object
godotArray: GodotArray
proc initArray*(): Array {.inline.} =
initArray(result)
proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``arr``
addr arr.godotArray
proc initArray*(pca: PoolColorArray): Array {.inline.} =
initArray(result, pca)
proc arrayFinalizer(arr: Array) =
arr.godotArray.deinit()
proc initArray*(pv3a: PoolVector3Array): Array {.inline.} =
initArray(result, pv3a)
proc newArray*(arr: GodotArray): Array {.inline.} =
new(result, arrayFinalizer)
result.godotArray = arr
proc initArray*(pv2a: PoolVector2Array): Array {.inline.} =
initArray(result, pv2a)
import variants
proc initArray*(psa: PoolStringArray): Array {.inline.} =
initArray(result, psa)
proc newArray*(s: varargs[Variant]): Array =
new(result, arrayFinalizer)
initGodotArray(result.godotArray)
for v in s:
result.godotArray.add(v.godotVariant[])
proc initArray*(pra: PoolRealArray): Array {.inline.} =
initArray(result, pra)
proc newArray*(s: openarray[Variant]): Array =
result = newArray()
for v in s:
result.godotArray.add(v.godotVariant[])
proc initArray*(pia: PoolIntArray): Array {.inline.} =
initArray(result, pia)
import poolarrays
proc initArray*(pba: PoolByteArray): Array {.inline.} =
initArray(result, pba)
proc newArray*(pca: PoolColorArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pca.godotPoolColorArray[])
proc `[]=`*(self: var Array; idx: cint;
value: Variant) {.
noSideEffect,
importc: "godot_array_set", header: "godot/array.h".}
proc `[]`*(self: Array; idx: cint): Variant {.
noSideEffect,
importc: "godot_array_get", header: "godot/array.h".}
proc mget*(self: var Array; idx: cint): ptr Variant {.
importc: "godot_array_operator_index", header: "godot/array.h".}
proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
proc add*(self: var Array; value: Variant) {.
noSideEffect,
importc: "godot_array_append", header: "godot/array.h".}
proc clear*(self: var Array) {.importc: "godot_array_clear",
header: "godot/array.h".}
proc count*(self: Array; value: Variant): cint {.
noSideEffect,
importc: "godot_array_count", header: "godot/array.h".}
proc isEmpty*(self: Array): bool {.
noSideEffect,
importc: "godot_array_empty", header: "godot/array.h".}
proc erase*(self: var Array; value: Variant) {.
importc: "godot_array_erase", header: "godot/array.h".}
proc first*(self: Array): Variant {.
noSideEffect,
importc: "godot_array_front", header: "godot/array.h".}
proc last*(self: Array): Variant {.
noSideEffect,
importc: "godot_array_back", header: "godot/array.h".}
proc find*(self: Array; what: Variant;
f: cint): cint {.
noSideEffect,
importc: "godot_array_find", header: "godot/array.h".}
proc findLast*(self: Array; what: Variant): cint {.
noSideEffect,
importc: "godot_array_find_last", header: "godot/array.h".}
proc contains*(self: Array; value: Variant): bool {.
noSideEffect,
importc: "godot_array_has", header: "godot/array.h".}
proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
proc newArray*(psa: PoolStringArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, psa.godotPoolStringArray[])
proc newArray*(pra: PoolRealArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pra.godotPoolRealArray[])
proc newArray*(pia: PoolIntArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pia.godotPoolIntArray[])
proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
proc `[]=`*(self: Array; idx: int; value: Variant) {.inline.} =
self.godotArray[idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[idx.cint])
proc add*(self: Array; value: Variant) {.inline.} =
self.godotArray.add(value.godotVariant[])
proc clear*(self: Array) {.inline.} =
self.godotArray.clear()
proc count*(self: Array; value: Variant): int {.inline.} =
self.godotArray.count(value.godotVariant[]).int
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray.isEmpty()
proc erase*(self: Array; value: Variant) {.inline.} =
self.godotArray.erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.first())
proc last*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.last())
proc find*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray.find(what.godotVariant[], f.cint).int
proc findLast*(self: Array; what: Variant): int {.inline.} =
self.godotArray.findLast(what.godotVariant[]).int
proc contains*(self: Array; value: Variant): bool {.inline.} =
self.godotArray.contains(value.godotVariant[])
proc godotHash*(self: Array): cint {.
noSideEffect,
importc: "godot_array_hash", header: "godot/array.h".}
proc hash*(self: Array): Hash {.inline.} =
hash(godotHash(self))
hash(self.godotArray.godotHash())
proc insert*(self: var Array; pos: cint;
value: Variant) {.
importc: "godot_array_insert", header: "godot/array.h".}
proc reverse*(self: var Array) {.importc: "godot_array_invert",
header: "godot/array.h".}
proc popLast*(self: var Array): Variant {.
importc: "godot_array_pop_back", header: "godot/array.h".}
proc popFirst*(self: var Array): Variant {.
importc: "godot_array_pop_front", header: "godot/array.h".}
proc addLast*(self: var Array; value: Variant) {.
importc: "godot_array_push_back", header: "godot/array.h".}
proc addFirst*(self: var Array; value: Variant) {.
importc: "godot_array_push_front", header: "godot/array.h".}
proc insert*(self: Array; pos: int; value: Variant) {.inline.} =
self.godotArray.insert(pos.cint, value.godotVariant[])
proc delete*(self: var Array; idx: cint) {.
importc: "godot_array_remove", header: "godot/array.h".}
proc setLen*(self: var Array; size: cint) {.
importc: "godot_array_resize", header: "godot/array.h".}
proc rfind*(self: Array; what: Variant;
f: cint): cint {.
noSideEffect,
importc: "godot_array_rfind", header: "godot/array.h".}
proc len*(self: Array): cint {.
noSideEffect,
importc: "godot_array_size", header: "godot/array.h".}
proc sort*(self: var Array) {.importc: "godot_array_sort",
header: "godot/array.h".}
proc sortCustom*(self: var Array; obj: var GodotObject;
funcName: GodotString) {.
importc: "godot_array_sort_custom", header: "godot/array.h".}
proc reverse*(self: Array) {.inline.} =
self.godotArray.reverse()
iterator items*(arr: Array): Variant =
for i in 0..<arr.len:
yield arr[i]
proc popLast*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popLast())
iterator mitems*(arr: var Array): var Variant =
for i in 0..<arr.len:
yield arr.mget(i)[]
proc popFirst*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popFirst())
iterator pairs*(arr: Array): tuple[key: cint, val: Variant] =
for i in 0..<arr.len:
yield (i, arr[i])
proc addLast*(self: Array; value: Variant) {.inline.} =
self.godotArray.addLast(value.godotVariant[])
iterator mpairs*(arr: var Array): tuple[key: cint, val: var Variant] =
for i in 0..<arr.len:
yield (i, arr.mget(i)[])
proc addFirst*(self: Array; value: Variant) {.inline.} =
self.godotArray.addFirst(value.godotVariant[])
proc delete*(self: Array; idx: int) {.inline.} =
self.godotArray.delete(idx.cint)
proc setLen*(self: Array; size: int) {.inline.} =
self.godotArray.setLen(size.cint)
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
proc sort*(self: Array) {.inline.} =
self.godotArray.sort()
iterator items*(self: Array): Variant =
for i in 0..<self.len:
yield self[i]
iterator pairs*(self: Array): tuple[key: int, val: Variant] =
for i in 0..<self.len:
yield (i, self[i])
proc `$`*(self: Array): string =
$self.godotArray

View file

@ -1,140 +1,459 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotbase, vector3, quat, strings
import math, hashes
type
Basis* {.importc: "godot_basis", header: "godot/basis.h", byref.} = object
import godotbase, vector3, quats
import godotcoretypes
proc initBasis(dest: var Basis) {.importc: "godot_basis_new",
header: "godot/basis.h".}
proc initBasis(dest: var Basis;
xAxis: Vector3;
yAxis: Vector3;
zAxis: Vector3) {.
importc: "godot_basis_new_with_rows", header: "godot/basis.h".}
proc initBasis(dest: var Basis;
euler: Quat) {.
importc: "godot_basis_new_with_euler_quat", header: "godot/basis.h".}
proc initBasis(dest: var Basis; axis: Vector3; phi: float32) {.
importc: "godot_basis_new_with_axis_and_angle", header: "godot/basis.h".}
proc initBasis(dest: var Basis; euler: Vector3) {.
importc: "godot_basis_new_with_euler", header: "godot/basis.h".}
{.push stackTrace: off.}
proc setCells*(basis: var Basis, xx, xy, xz, yx, yy, yz, zx, zy, zz: float32) =
basis.elements[0].x = xx
basis.elements[0].y = xy
basis.elements[0].z = xz
basis.elements[1].x = yx
basis.elements[1].y = yy
basis.elements[1].z = yz
basis.elements[2].x = zx
basis.elements[2].y = zy
basis.elements[2].z = zz
proc `[]`*(self: Basis; row: range[0..2]): Vector3 {.inline.} =
self.elements[row]
proc `[]`*(self: var Basis; row: range[0..2]): var Vector3 {.inline.} =
self.elements[row]
proc `[]=`*(self: var Basis; row: range[0..2];
value: Vector3) {.inline.} =
self.elements[row] = value
proc `==`*(self, other: Basis): bool =
for i in 0..2:
for j in 0..2:
if self[i][j] != other[i][j]:
return false
result = true
proc isEqualApprox*(self, other: Basis): bool =
for i in 0..2:
for j in 0..2:
if not self[i][j].isEqualApprox(other[i][j]):
return false
result = true
proc tdotx*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].x * v.x + self.elements[1].x * v.y + self.elements[2].x * v.z
proc tdoty*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].y * v.x + self.elements[1].y * v.y + self.elements[2].y * v.z
proc tdotz*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].z * v.x + self.elements[1].z * v.y + self.elements[2].z * v.z
proc `+`*(self, other: Basis): Basis {.inline.} =
result[0] = self[0] + other[0]
result[1] = self[1] + other[1]
result[2] = self[2] + other[2]
proc `+=`*(self: var Basis, other: Basis) {.inline.} =
self[0] += other[0]
self[1] += other[1]
self[2] += other[2]
proc `-`*(self, other: Basis): Basis {.inline.} =
result[0] = self[0] - other[0]
result[1] = self[1] - other[1]
result[2] = self[2] - other[2]
proc `-=`*(self: var Basis, other: Basis) {.inline.} =
self[0] -= other[0]
self[1] -= other[1]
self[2] -= other[2]
proc `*`*(self, other: Basis): Basis {.inline.} =
result.setCells(
other.tdotx(self[0]), other.tdoty(self[0]), other.tdotz(self[0]),
other.tdotx(self[1]), other.tdoty(self[1]), other.tdotz(self[1]),
other.tdotx(self[2]), other.tdoty(self[2]), other.tdotz(self[2])
)
proc `*=`*(self: var Basis, other: Basis) {.inline.} =
self.setCells(
other.tdotx(self[0]), other.tdoty(self[0]), other.tdotz(self[0]),
other.tdotx(self[1]), other.tdoty(self[1]), other.tdotz(self[1]),
other.tdotx(self[2]), other.tdoty(self[2]), other.tdotz(self[2])
)
proc `*=`*(self: var Basis; b: float32) {.inline.} =
self[0] *= b
self[1] *= b
self[2] *= b
proc `*`*(self: Basis; b: float32): Basis {.inline.} =
result = self
result *= b
proc initBasis*(): Basis {.inline.} =
initBasis(result)
result.setCells(
1, 0, 0,
0, 1, 0,
0, 0, 1
)
proc initBasis*(xAxis, yAxis, zAxis: Vector3): Basis {.inline.} =
initBasis(result, xAxis, yAxis, zAxis)
proc initBasis*(row0, row1, row2: Vector3): Basis {.inline.} =
Basis(elements: [row0, row1, row2])
proc initBasis*(xx, xy, xz, yx, yy, yz, zx, zy, zz: float32): Basis =
result.setCells(xx, xy, xz, yx, yy, yz, zx, zy, zz)
proc initBasis*(euler: Quat): Basis {.inline.} =
initBasis(result, euler)
let d = euler.lengthSquared()
let s = 2.0 / d
let xs = euler.x * s
let ys = euler.y * s
let zs = euler.z * s
let wx = euler.w * xs
let wy = euler.w * ys
let wz = euler.w * zs
let xx = euler.x * xs
let xy = euler.x * ys
let xz = euler.x * zs
let yy = euler.y * ys
let yz = euler.y * zs
let zz = euler.z * zs
result.setCells(
1.0 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1.0 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1.0 - (xx + yy))
proc setAxisAngle(self: var Basis, axis: Vector3, phi: float32) =
assert(axis.isNormalized())
let axisSq = vec3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z)
let cosine = cos(phi);
let sine = sin(phi);
self.elements[0].x = axisSq.x + cosine * (1.0 - axisSq.x)
self.elements[0].y = axis.x * axis.y * (1.0 - cosine) - axis.z * sine
self.elements[0].z = axis.z * axis.x * (1.0 - cosine) + axis.y * sine
self.elements[1].x = axis.x * axis.y * (1.0 - cosine) + axis.z * sine
self.elements[1].y = axisSq.y + cosine * (1.0 - axisSq.y)
self.elements[1].z = axis.y * axis.z * (1.0 - cosine) - axis.x * sine
self.elements[2].x = axis.z * axis.x * (1.0 - cosine) - axis.y * sine
self.elements[2].y = axis.y * axis.z * (1.0 - cosine) + axis.x * sine
self.elements[2].z = axisSq.z + cosine * (1.0 - axisSq.z)
proc initBasis*(axis: Vector3, phi: float32): Basis {.inline.} =
initBasis(result, axis, phi)
result.setAxisAngle(axis, phi)
proc setEuler*(self: var Basis, euler: Vector3) =
var c = cos(euler.x)
var s = sin(euler.x)
let xmat = initBasis(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c)
c = cos(euler.y)
s = sin(euler.y)
let ymat = initBasis(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c)
c = cos(euler.z)
s = sin(euler.z)
let zmat = initBasis(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0)
self = xmat * (ymat * zmat)
proc getEuler*(self: Basis): Vector3 =
result.y = arcsin(self.elements[0].z)
if result.y < PI * 0.5:
if result.y > -PI * 0.5:
result.x = arctan2(-self.elements[1].z, self.elements[2].z)
result.z = arctan2(-self.elements[0].y, self.elements[0].x)
else:
let r = arctan2(self.elements[1].x, self.elements[1].y)
result.x = -r
else:
let r = arctan2(self.elements[0].y, self.elements[1].y)
result.x = r
proc initBasis*(euler: Vector3): Basis {.inline.} =
initBasis(result, euler)
result.setEuler(euler)
proc toGodotString*(self: Basis): GodotString {.
noSideEffect,
importc: "godot_basis_as_string", header: "godot/basis.h".}
proc outer*(self, other: Vector3): Basis {.inline.} =
let row0 = vec3(self.x * other.x, self.x * other.y, self.x * other.z)
let row1 = vec3(self.y * other.x, self.y * other.y, self.y * other.z)
let row2 = vec3(self.z * other.x, self.z * other.y, self.z * other.z)
initBasis(row0, row1, row2)
proc toDiagonalMatrix*(self: Vector3): Basis {.inline.} =
initBasis(
self.x, 0, 0,
0, self.y, 0,
0, 0, self.z
)
proc `$`*(self: Basis): string {.inline.} =
$self.toGodotString()
result = newStringOfCap(128)
for i in 0..2:
for j in 0..2:
if i != 0 or j != 0:
result.add(", ")
result.add($self[i][j])
proc inverse*(self: Basis): Basis {.
noSideEffect,
importc: "godot_basis_inverse", header: "godot/basis.h".}
proc transposed*(self: Basis): Basis {.
noSideEffect,
importc: "godot_basis_transposed", header: "godot/basis.h".}
proc orthonormalized*(self: Basis): Basis {.
noSideEffect,
importc: "godot_basis_orthonormalized", header: "godot/basis.h".}
proc determinant*(self: Basis): float32 {.
noSideEffect,
importc: "godot_basis_determinant", header: "godot/basis.h".}
proc rotated*(self: Basis; axis: Vector3;
phi: float32): Basis {.
noSideEffect,
importc: "godot_basis_rotated", header: "godot/basis.h".}
proc scaled*(self: Basis; scale: Vector3): Basis {.
noSideEffect,
importc: "godot_basis_scaled", header: "godot/basis.h".}
proc hash*(self: Basis): Hash {.inline.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
proc setScale*(self: var Basis; scale: Vector3) {.
noSideEffect,
importc: "godot_basis_set_scale", header: "godot/basis.h".}
proc setRotationEuler*(self: var Basis;
euler: Vector3) {.
noSideEffect,
importc: "godot_basis_set_rotation_euler", header: "godot/basis.h".}
proc setRotationAxisAngle*(self: var Basis; axis: Vector3; angle: float32) {.
noSideEffect,
importc: "godot_basis_set_rotation_axis_angle", header: "godot/basis.h".}
template cofac(row1, col1, row2, col2: int): float32 =
self.elements[row1][col1] * self.elements[row2][col2] -
self.elements[row1][col2] * self.elements[row2][col1]
proc scale*(self: Basis): Vector3 {.
noSideEffect,
importc: "godot_basis_get_scale", header: "godot/basis.h".}
proc euler*(self: Basis): Vector3 {.
noSideEffect,
importc: "godot_basis_get_euler", header: "godot/basis.h".}
proc determinant(self: Basis): float32 {.inline.} =
self[0][0] * cofac(1, 1, 2, 2) -
self[1][0] * cofac(0, 1, 2, 2) +
self[2][0] * cofac(0, 1, 1, 2)
proc tdotx*(self: Basis; x: Vector3): float32 {.
noSideEffect,
importc: "godot_basis_tdotx", header: "godot/basis.h".}
proc tdoty*(self: Basis; y: Vector3): float32 {.
noSideEffect,
importc: "godot_basis_tdoty", header: "godot/basis.h".}
proc tdotz*(self: Basis; z: Vector3): float32 {.
noSideEffect,
importc: "godot_basis_tdotz", header: "godot/basis.h".}
proc invert*(self: var Basis) =
let co = [cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)]
let det = self.elements[0][0] * co[0] +
self.elements[0][1] * co[1] +
self.elements[0][2] * co[2]
assert(det != 0)
let s = 1.0'f32 / det
self.setCells(
co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s
)
proc xform*(self: Basis; v: Vector3): Vector3 {.
noSideEffect,
importc: "godot_basis_xform", header: "godot/basis.h".}
proc xformInv*(self: Basis; v: Vector3): Vector3 {.
noSideEffect,
importc: "godot_basis_xform_inv", header: "godot/basis.h".}
proc inverse*(self: Basis): Basis {.inline.} =
result = self
result.invert()
proc orthogonalIndex*(self: Basis): cint {.
noSideEffect,
importc: "godot_basis_get_orthogonal_index", header: "godot/basis.h".}
proc axis*(self: Basis; idx: range[0..2]): Vector3 {.inline.} =
vec3(self[0][idx], self[1][idx], self[2][idx])
proc godot_basis_get_elements(self: Basis;
elements: var array[3, Vector3]) {.
noSideEffect,
importc: "godot_basis_get_elements", header: "godot/basis.h".}
proc setAxis*(self: var Basis; idx: range[0..2]; value: Vector3) {.inline.} =
self.elements[0][idx] = value.x
self.elements[1][idx] = value.y
self.elements[2][idx] = value.z
proc elements*(self: Basis): array[3, Vector3] {.inline.} =
godot_basis_get_elements(self, result)
proc row*(self: Basis; row: range[0..2]): Vector3 {.inline.} =
self.elements[row]
proc `[]`*(self: Basis; axis: range[0..2]): Vector3 {.
noSideEffect,
importc: "godot_basis_get_axis", header: "godot/basis.h".}
proc `[]=`*(self: var Basis; axis: range[0..2];
value: Vector3) {.
noSideEffect,
importc: "godot_basis_set_axis", header: "godot/basis.h".}
proc row*(self: Basis; row: cint): Vector3 {.
noSideEffect,
importc: "godot_basis_get_row", header: "godot/basis.h".}
proc setRow*(self: var Basis; row: cint;
value: Vector3) {.
noSideEffect,
importc: "godot_basis_set_row", header: "godot/basis.h".}
proc `==`*(self: Basis; b: Basis): bool {.
noSideEffect,
importc: "godot_basis_operator_equal", header: "godot/basis.h".}
proc `+`*(self: Basis; b: Basis): Basis {.
noSideEffect,
importc: "godot_basis_operator_add", header: "godot/basis.h".}
proc `-`*(self: Basis; b: Basis): Basis {.
noSideEffect,
importc: "godot_basis_operator_substract", header: "godot/basis.h".}
proc `*`*(self: Basis; b: Basis): Basis {.
noSideEffect,
importc: "godot_basis_operator_multiply_vector", header: "godot/basis.h".}
proc `*`*(self: Basis; b: float32): Basis {.
noSideEffect,
importc: "godot_basis_operator_multiply_scalar", header: "godot/basis.h".}
proc setRow*(self: var Basis; row: range[0..2]; value: Vector3) {.inline.} =
self.elements[row] = value
proc getMainDiagonal*(self: Basis): Vector3 {.inline.} =
vec3(self.elements[0][0], self.elements[1][1], self.elements[2][2])
proc zero*(self: var Basis) {.inline.} =
self.elements[0].zero()
self.elements[1].zero()
self.elements[2].zero()
proc orthonormalize(self: var Basis) =
var x = self.axis(0)
var y = self.axis(1)
var z = self.axis(2)
x.normalize()
y = y - x * x.dot(y)
y.normalize()
z = z - x * x.dot(z) - y * y.dot(z)
z.normalize()
self.setAxis(0, x)
self.setAxis(1, y)
self.setAxis(2, z)
proc orthonormalized*(self: Basis): Basis {.inline.} =
result = self
result.orthonormalize()
proc transpose*(self: var Basis) {.inline.} =
swap(self.elements[0].x, self.elements[1].x)
swap(self.elements[0].z, self.elements[2].x)
swap(self.elements[1].z, self.elements[2].y)
proc transposed*(self: Basis): Basis {.inline.} =
result = self
result.transpose()
proc isOrthogonal*(self: Basis): bool {.inline.} =
let id = initBasis()
let m = self * self.transposed()
result = id.isEqualApprox(m)
proc isRotation*(self: Basis): bool {.inline.} =
self.determinant().isEqualApprox(1.0) and self.isOrthogonal()
proc isSymmetric*(self: Basis): bool {.inline.} =
if not self.elements[0][1].isEqualApprox(self.elements[1][0]):
return false
if not self.elements[0][2].isEqualApprox(self.elements[2][0]):
return false
if not self.elements[1][2].isEqualApprox(self.elements[2][1]):
return false
result = true
proc scale*(self: var Basis, scale: Vector3) =
self[0].x *= scale.x
self[0].y *= scale.x
self[0].z *= scale.x
self[1].x *= scale.y
self[1].y *= scale.y
self[1].z *= scale.y
self[2].x *= scale.z
self[2].y *= scale.z
self[2].z *= scale.z
proc scaled*(self: Basis, scale: Vector3): Basis =
result = self
result.scale(scale)
proc rotated*(self: Basis; axis: Vector3; phi: float32): Basis {.inline.} =
initBasis(axis, phi) * self
proc rotate*(self: var Basis; axis: Vector3; phi: float32) {.inline.} =
self = self.rotated(axis, phi)
proc rotated*(self: Basis; euler: Vector3): Basis {.inline.} =
initBasis(euler) * self
proc rotate*(self: var Basis; euler: Vector3) {.inline.} =
self = self.rotated(euler)
proc getScale*(self: Basis): Vector3 =
let detSign = if self.determinant() > 0: 1'f32 else: -1'f32
result = detSign * vec3(
vec3(self.elements[0].x, self.elements[1].x, self.elements[2].x).length(),
vec3(self.elements[0].y, self.elements[1].y, self.elements[2].y).length(),
vec3(self.elements[0].z, self.elements[1].z, self.elements[2].z).length(),
)
proc getRotation*(self: Basis): Vector3 {.inline.} =
var m = self.orthonormalized()
let det = m.determinant()
if det < 0:
m.scale(vec3(-1, -1, -1))
result = m.getEuler()
proc setScale*(self: var Basis; scale: Vector3) =
let e = self.getEuler()
self = initBasis() # reset to identity
self.scale(scale)
self.rotate(e)
proc setRotationEuler*(self: var Basis; euler: Vector3) =
let s = self.getScale()
self = initBasis()
self.scale(s)
self.rotate(euler)
proc setRotationAxisAngle*(self: var Basis; axis: Vector3; angle: float32) =
let s = self.getScale()
self = initBasis()
self.scale(s)
self.rotate(axis, angle)
proc asQuat*(self: Basis): Quat =
let trace = self.elements[0].x + self.elements[1].y + self.elements[2].z
var temp: array[4, float32]
if trace > 0'f32:
var s = sqrt(trace + 1.0)
temp[3] = s * 0.5
s = 0.5 / s
temp[0] = (self.elements[2].y - self.elements[1].z) * s
temp[1] = (self.elements[0].z - self.elements[2].x) * s
temp[2] = (self.elements[1].x - self.elements[0].y) * s
else:
let i = if self.elements[0].x < self.elements[1].y:
if self.elements[1].y < self.elements[2].z: 2 else: 1
else:
if self.elements[0].x < self.elements[2].z: 2 else: 0
let j = (i + 1) mod 3
let k = (i + 2) mod 3
var s = sqrt(self.elements[i][i] - self.elements[j][j] -
self.elements[k][k] + 1.0)
temp[i] = s * 0.5
s = 0.5 / s
temp[3] = (self.elements[k][j] - self.elements[j][k]) * s
temp[j] = (self.elements[j][i] + self.elements[i][j]) * s
temp[k] = (self.elements[k][i] + self.elements[i][k]) * s
result = initQuat(temp[0], temp[1], temp[2], temp[3])
proc xform*(self: Basis; v: Vector3): Vector3 {.inline.} =
vec3(
self.elements[0].dot(v),
self.elements[1].dot(v),
self.elements[2].dot(v)
)
proc xformInv*(self: Basis; v: Vector3): Vector3 {.inline.} =
vec3(
self.elements[0].x * v.x + self.elements[1].x * v.y + self.elements[2].x * v.z,
self.elements[0].y * v.x + self.elements[1].y * v.y + self.elements[2].y * v.z,
self.elements[0].z * v.x + self.elements[1].z * v.y + self.elements[2].z * v.z,
)
const orthoBases = [
initBasis(1, 0, 0, 0, 1, 0, 0, 0, 1),
initBasis(0, -1, 0, 1, 0, 0, 0, 0, 1),
initBasis(-1, 0, 0, 0, -1, 0, 0, 0, 1),
initBasis(0, 1, 0, -1, 0, 0, 0, 0, 1),
initBasis(1, 0, 0, 0, 0, -1, 0, 1, 0),
initBasis(0, 0, 1, 1, 0, 0, 0, 1, 0),
initBasis(-1, 0, 0, 0, 0, 1, 0, 1, 0),
initBasis(0, 0, -1, -1, 0, 0, 0, 1, 0),
initBasis(1, 0, 0, 0, -1, 0, 0, 0, -1),
initBasis(0, 1, 0, 1, 0, 0, 0, 0, -1),
initBasis(-1, 0, 0, 0, 1, 0, 0, 0, -1),
initBasis(0, -1, 0, -1, 0, 0, 0, 0, -1),
initBasis(1, 0, 0, 0, 0, 1, 0, -1, 0),
initBasis(0, 0, -1, 1, 0, 0, 0, -1, 0),
initBasis(-1, 0, 0, 0, 0, -1, 0, -1, 0),
initBasis(0, 0, 1, -1, 0, 0, 0, -1, 0),
initBasis(0, 0, 1, 0, 1, 0, -1, 0, 0),
initBasis(0, -1, 0, 0, 0, 1, -1, 0, 0),
initBasis(0, 0, -1, 0, -1, 0, -1, 0, 0),
initBasis(0, 1, 0, 0, 0, -1, -1, 0, 0),
initBasis(0, 0, 1, 0, -1, 0, 1, 0, 0),
initBasis(0, 1, 0, 0, 0, 1, 1, 0, 0),
initBasis(0, 0, -1, 0, 1, 0, 1, 0, 0),
initBasis(0, -1, 0, 0, 0, -1, 1, 0, 0)
]
proc orthogonalIndex*(self: Basis): int =
var orth = self
for i in 0..2:
for j in 0..2:
var v = orth[i][j]
if v > 0.5:
v = 1.0'f32
elif v < -0.5:
v = -1.0'f32
else:
v = 0'f32
orth[i][j] = v
for idx, base in orthoBases:
if base == orth:
return idx
proc setOrthogonalIndex*(self: var Basis, idx: range[0..23]) =
self = orthoBases[idx]
proc rotate*(self: var Vector3; axis: Vector3; phi: float32) =
self = initBasis(axis, phi).xform(self)
proc rotated*(self: Vector3; axis: Vector3; phi: float32): Vector3 =
result = self
result.rotate(axis, phi)
{.pop.} # stackTrace: off

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@ -1,76 +0,0 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, strings
type
Color* {.importc: "godot_color", header: "godot/color.h", byref.} = object
proc initColor(dest: var Color; r, g, b, a: float32) {.
importc: "godot_color_new_rgba", header: "godot/color.h".}
proc initColor(dest: var Color; r, g, b: float32) {.
importc: "godot_color_new_rgb",
header: "godot/color.h".}
proc initColor*(r, g, b, a: float32): Color {.inline.} =
initColor(result, r, g, b, a)
proc initColor*(r, g, b: float32): Color {.inline.} =
initColor(result, r, g, b)
proc r*(self: Color): float32 {.
importc: "godot_color_get_r", header: "godot/color.h".}
proc `r=`*(self: var Color; r: float32) {.
importc: "godot_color_set_r", header: "godot/color.h".}
proc g*(self: Color): float32 {.
importc: "godot_color_get_g", header: "godot/color.h".}
proc `g=`*(self: var Color; g: float32) {.
importc: "godot_color_set_g", header: "godot/color.h".}
proc b*(self: Color): float32 {.
importc: "godot_color_get_b", header: "godot/color.h".}
proc `b=`*(self: var Color; b: float32) {.
importc: "godot_color_set_b", header: "godot/color.h".}
proc a*(self: Color): float32 {.
importc: "godot_color_get_a", header: "godot/color.h".}
proc `a=`*(self: var Color; a: float32) {.
importc: "godot_color_set_a", header: "godot/color.h".}
proc h*(self: Color): float32 {.
importc: "godot_color_get_h", header: "godot/color.h".}
proc s*(self: Color): float32 {.
importc: "godot_color_get_s", header: "godot/color.h".}
proc v*(self: Color): float32 {.
importc: "godot_color_get_v", header: "godot/color.h".}
proc toGodotString*(self: Color): GodotString {.
importc: "godot_color_as_string", header: "godot/color.h".}
proc `$`*(self: Color): string {.inline.} =
$self.toGodotString()
proc toHtml*(self: Color; with_alpha: bool): GodotString {.
importc: "godot_color_to_html", header: "godot/color.h".}
proc to32CInt(self: Color): cint {.
importc: "godot_color_to_32", header: "godot/color.h".}
proc toARGB32CInt(self: Color): cint {.
importc: "godot_color_to_ARGB32", header: "godot/color.h".}
proc to32*(self: Color): uint32 {.inline.}=
cast[uint32](to32CInt(self))
proc toARGB32*(self: Color): uint32 {.inline.} =
cast[uint32](toARGB32CInt(self))
proc gray*(self: Color): float32 {.
importc: "godot_color_gray", header: "godot/color.h".}
proc inverted*(self: Color): Color {.
importc: "godot_color_inverted", header: "godot/color.h".}
proc contrasted*(self: Color): Color {.
importc: "godot_color_contrasted", header: "godot/color.h".}
proc lerp*(self: Color; b: Color; t: float32): Color {.
importc: "godot_color_linear_interpolate", header: "godot/color.h".}
proc blend*(self: Color; over: Color): Color {.
importc: "godot_color_blend", header: "godot/color.h".}
proc `==`*(self, b: Color): bool {.
importc: "godot_color_operator_equal", header: "godot/color.h".}
proc `<`*(self, b: Color): bool {.
importc: "godot_color_operator_less", header: "godot/color.h".}

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, gdnativeapi
proc initColor*(r, g, b: float32; a: float32 = 1.0'f32): Color {.inline.} =
Color(
r: r,
g: g,
b: b,
a: a
)
proc initColor*(): Color {.inline.} =
## Initializes black color with 1.0 alpha
initColor(0, 0, 0)
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 `$`*(self: Color): string {.inline.} =
result = newStringOfCap(50)
result.add($self.r)
result.add(", ")
result.add($self.g)
result.add(", ")
result.add($self.b)
result.add(", ")
result.add($self.a)
proc hash*(self: Color): Hash {.inline.} =
!$(self.r.hash() !& self.g.hash() !& self.b.hash() !& self.a.hash())
proc toHex(val: float32, target: var string, targetIdx: int) =
let val = clamp(int(val * 255), 0, 255)
let nums = [(val and 0xF0) shr 4, val and 0xF]
for i, num in nums:
target[targetIdx + i] = if num < 10: chr(ord('0') + num)
else: chr(ord('A') + (num - 10))
proc toHtml*(self: Color, withAlpha: bool): string =
let size = if withAlpha: 8 else: 6
result = newString(size)
toHex(self.r, result, 0)
toHex(self.g, result, 2)
toHex(self.b, result, 4)
if withAlpha:
toHex(self.b, result, 6)
proc toARGB32*(self: Color): uint32 {.inline.} =
result = uint8(self.a * 255)
result = (result shl 8) or uint8(self.r * 255)
result = (result shl 8) or uint8(self.g * 255)
result = (result shl 8) or uint8(self.b * 255)
proc gray*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGray(self)
proc inverted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorInverted(self).toColor()
proc contrasted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorContrasted(self).toColor()
proc lerp*(self: Color; b: Color; t: float32): Color {.inline.} =
getGDNativeAPI().colorLinearInterpolate(self, b, t).toColor()
proc blend*(self: Color; over: Color): Color {.inline.} =
getGDNativeAPI().colorBlend(self, over).toColor()
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
proc `<`*(a, b: Color): bool =
if a.r == b.r:
if a.g == b.g:
if a.b == b.b:
return a.a < b.a
return a.b < b.b
return a.g < b.g
return a.r < b.r

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# Copyright 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotdictionaries,
internal/godotvariants, internal/godotstrings
type
Dictionary* = ref object
godotDictionary: GodotDictionary
proc dictionaryFinalizer(dict: Dictionary) =
dict.godotDictionary.deinit()
proc newDictionary*(): Dictionary {.inline.} =
new(result, dictionaryFinalizer)
initGodotDictionary(result.godotDictionary)
proc newDictionary*(dict: GodotDictionary): Dictionary {.inline.} =
new(result, dictionaryFinalizer)
result.godotDictionary = dict
proc godotDictionary*(dict: Dictionary): ptr GodotDictionary =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``dict``
addr dict.godotDictionary
proc len*(self: Dictionary): int {.inline.} =
self.godotDictionary.len.int
proc isEmpty*(self: Dictionary): bool {.inline.} =
self.godotDictionary.isEmpty()
proc clear*(self: Dictionary) {.inline.} =
self.godotDictionary.clear()
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
import variants, arrays
proc newVariant*(dict: Dictionary): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], dict.godotDictionary)
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary())
proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
self.godotDictionary.contains(key.godotVariant[])
proc contains*(self: Dictionary; keys: Array): bool {.inline.} =
self.godotDictionary.contains(keys.godotArray[])
proc del*(self: Dictionary; key: Variant) {.inline.} =
self.godotDictionary.del(key.godotVariant[])
proc keys*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.keys())
proc values*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.values())
proc `[]`*(self: Dictionary; key: Variant): Variant {.inline.} =
newVariant(self.godotDictionary[key.godotVariant[]])
proc `[]`*(self: Dictionary; keyStr: string): Variant {.inline.} =
var godotVariant: GodotVariant
var godotStr = keyStr.toGodotString()
initGodotVariant(godotVariant, godotStr)
result = newVariant(self.godotDictionary[godotVariant])
godotStr.deinit()
godotVariant.deinit()
proc `[]=`*(self: Dictionary; key, value: Variant) {.inline.} =
self.godotDictionary[key.godotVariant[]] = value.godotVariant[]
proc `==`*(self, other: Dictionary): bool {.inline.} =
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = self.godotDictionary == other.godotDictionary
proc toJson*(self: Dictionary): string {.inline.} =
var s = self.godotDictionary.toJson()
result = $s
s.deinit()
iterator keys*(dict: Dictionary): Variant =
let keyArr = dict.keys()
for key in keyArr:
yield key
iterator values*(dict: Dictionary): Variant =
let valArr = dict.values()
for val in valArr:
yield val
iterator pairs*(dict: Dictionary): tuple[key, val: Variant] =
for key in keys(dict):
yield (key, dict[key])
proc `$`*(self: Dictionary): string =
result = newStringOfCap(32)
result.add('{')
for k, v in self:
if result.len > 1:
result.add(", ")
result.add($k)
result.add(": ")
result.add($v)
result.add('}')

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# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase, arrays, variant, strings
type
Dictionary* {.importc: "godot_dictionary",
header: "godot/dictionary.h", byref.} = object
proc initVariant(dest: var Variant; dict: Dictionary) {.
importc: "godot_variant_new_dictionary",
header: "godot/variant.h".}
proc variant*(dict: Dictionary): Variant {.inline.} =
initVariant(result, dict)
proc asDictionary*(self: Variant): Dictionary {.
importc: "godot_variant_as_dictionary", header: "godot/variant.h".}
proc initDictionary(dest: var Dictionary;
src: Dictionary) {.
importc: "godot_dictionary_new_copy",
header: "godot/dictionary.h".}
proc deinit(self: var Dictionary) {.
importc: "godot_dictionary_destroy", header: "godot/dictionary.h".}
proc `=`(self: var Dictionary, other: Dictionary) {.inline.} =
initDictionary(self, other)
proc `=destroy`(self: Dictionary) {.inline.} =
unsafeAddr(self)[].deinit()
proc initDictionary(dest: var Dictionary) {.
importc: "godot_dictionary_new", header: "godot/dictionary.h".}
proc initDictionary*(): Dictionary {.inline.} =
initDictionary(result)
proc len*(self: Dictionary): cint {.
importc: "godot_dictionary_size", header: "godot/dictionary.h".}
proc isEmpty*(self: Dictionary): bool {.
importc: "godot_dictionary_empty", header: "godot/dictionary.h".}
proc clear*(self: var Dictionary) {.
importc: "godot_dictionary_clear", header: "godot/dictionary.h".}
proc contains*(self: Dictionary; key: Variant): bool {.
importc: "godot_dictionary_has",
header: "godot/dictionary.h".}
proc contains*(self: Dictionary; keys: Array): bool {.
importc: "godot_dictionary_has_all",
header: "godot/dictionary.h".}
proc del*(self: var Dictionary; key: Variant) {.
importc: "godot_dictionary_erase", header: "godot/dictionary.h".}
proc godotHash*(self: Dictionary): cint {.
importc: "godot_dictionary_hash", header: "godot/dictionary.h".}
proc hash*(self: Dictionary): Hash {.inline.} =
hash(godotHash(self))
proc keys*(self: Dictionary): Array {.
importc: "godot_dictionary_keys", header: "godot/dictionary.h".}
proc values*(self: Dictionary): Array {.
importc: "godot_dictionary_values", header: "godot/dictionary.h".}
proc `[]`*(self: Dictionary; key: Variant): Variant {.
importc: "godot_dictionary_get", header: "godot/dictionary.h".}
proc `[]`*(self: Dictionary; keyStr: string): Variant =
let key = variant(keyStr)
result = self[key]
proc `[]=`*(self: var Dictionary; key, value: Variant) {.
importc: "godot_dictionary_set",
header: "godot/dictionary.h".}
proc mget*(self: var Dictionary; key: Variant): ptr Variant {.
importc: "godot_dictionary_operator_index",
header: "godot/dictionary.h".}
proc `==`*(self, other: Dictionary): bool {.
importc: "godot_dictionary_operator_equal",
header: "godot/dictionary.h".}
proc toJson*(self: Dictionary): GodotString {.
importc: "godot_dictionary_to_json", header: "godot/dictionary.h".}
iterator keys*(dict: Dictionary): Variant =
let keyArr = dict.keys()
for key in keyArr:
yield key
iterator values*(dict: Dictionary): Variant =
let valArr = dict.values()
for val in valArr:
yield val
iterator pairs*(dict: Dictionary): tuple[key, val: Variant] =
for key in keys(dict):
yield (key, dict[key])

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# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
type
Error* {.importc: "godot_error", header: "godot/gdnative.h",
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
import math, godotinternal
const MAX_ARG_COUNT* = 128
# math helpers
type
GodotObject* {.importc: "godot_object", header: "godot/gdnative.h".} = object
Array* {.importc: "godot_array", header: "godot/array.h", byref.} = object
Variant* {.importc: "godot_variant",
header: "godot/variant.h", byref.} = object
{.push stackTrace: off.}
const EPSILON = 0.00001'f32
proc isEqualApprox*(a, b: float32): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc initArray(dest: var Array, src: Array) {.
importc: "godot_array_new_copy",
header: "godot/array.h".}
proc isEqualApprox*(a, b: float64): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc deinit(self: var Array) {.importc: "godot_array_destroy",
header: "godot/array.h".}
proc sign*(a: float32): float32 {.inline, noinit.} =
if a < 0: -1.0'f32 else: 1.0'f32
proc `=`(self: var Array, other: Array) {.inline.} =
initArray(self, other)
proc sign*(a: float64): float64 {.inline, noinit.} =
if a < 0: -1.0'f64 else: 1.0'f64
proc `=destroy`(self: Array) {.inline.} =
unsafeAddr(self).deinit()
proc stepify*(value, step: float64): float64 {.inline, noinit.} =
if step != 0'f64:
floor(value / step + 0.5'f64) * step
else:
value
proc initVariant(dest: var Variant; src: Variant) {.
importc: "godot_variant_new_copy", header: "godot/variant.h".}
proc stepify*(value, step: float32): float32 {.inline, noinit.} =
if step != 0'f32:
floor(value / step + 0.5'f32) * step
else:
value
proc deinit*(self: var Variant) {.
importc: "godot_variant_destroy", header: "godot/variant.h".}
when (NimMajor, NimMinor, NimPatch) < (0, 20, 4):
# Newer Nim has these procs in system module
proc `=`(self: var Variant, other: Variant) {.inline.} =
initVariant(self, other)
proc min*(x, y: float32): float32 {.inline, noinit.} =
if x <= y: x else: y
proc `=destroy`(self: Variant) {.inline.} =
unsafeAddr(self).deinit()
proc abs*(x: float32): float32 {.inline, noinit.} =
if x < 0.0: -x else: x
# System Functions
proc max*(x, y: float32): float32 {.inline, noinit.} =
if y <= x: x else: y
proc godotAlloc*(bytes: cint): pointer {.
importc: "godot_alloc", header: "godot/gdnative.h".}
## Allocates the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
proc godotRealloc*(p: pointer; bytes: cint): pointer {.
importc: "godot_realloc", header: "godot/gdnative.h".}
## Reallocates the pointer for the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
proc godotFree*(p: pointer) {.importc: "godot_free", header: "godot/gdnative.h".}
## Frees the memory pointed to by the pointer.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
{.pop.} # stackTrace: off
template printWarning*(warning: typed) =
## Prints ``warning`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintWarning(cstring($warning), cstring"", cstring(instInfo.filename), instInfo.line.cint)
template printError*(error: typed) =
## Prints ``error`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintError(cstring($error), cstring"", cstring(instInfo.filename), instInfo.line.cint)
proc print*(parts: varargs[string, `$`]) =
## Prints concatenated ``parts`` to Godot log.
var combined = ""
for v in parts:
combined.add(v)
var s = combined.toGodotString()
godotPrint(s)
s.deinit()

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# Copyright (c) 2017 Xored Software, Inc.
import godotbase
import strings, vector2, rect2, vector3, transform2d, plane, quat
import rect3, basis, transform, color, nodepath, rid
import dictionary, arrays, poolarray, variant
export godotbase, strings, vector2, rect2, vector3, transform2d, plane, quat,
rect3, basis, transform, color, nodepath, rid, dictionary, arrays,
poolarray, variant
# MethodBind API
type
GodotMethodBind* {.importc: "godot_method_bind",
header: "godot/gdnative.h".} = object
proc getMethod*(className: cstring; methodName: cstring): ptr GodotMethodBind {.
importc: "godot_method_bind_get_method", header: "godot/gdnative.h".}
proc ptrCall*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, pointer];
ret: pointer) {.
importc: "godot_method_bind_ptrcall", header: "godot/gdnative.h".}
proc call*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, Variant]; argCount: cint;
callError: var VariantCallError): Variant {.
importc: "godot_method_bind_call", header: "godot/gdnative.h".}
# Script API
type
GodotNativeInitOptions* {.importc: "godot_gdnative_init_options",
header: "godot/gdnative.h".} = object
inEditor* {.importc: "in_editor".}: bool
coreApiHash* {.importc: "core_api_hash".}: uint64
editorApiHash* {.importc: "editor_api_hash".}: uint64
noApiHash* {.importc: "no_api_hash".}: uint64
GodotNativeTerminateOptions* {.importc: "godot_gdnative_terminate_options",
header: "godot/gdnative.h".} = object
inEditor* {.importc: "in_editor".}: bool
GodotMethodRPCMode* {.importc: "godot_method_rpc_mode",
header: "godot_nativescript.h",
size: sizeof(cint), pure.} = enum
Disabled,
Remote,
Sync,
Master,
Slave
GodotMethodAttributes* {.importc: "godot_method_attributes",
header: "godot_nativescript.h".} = object
rpcMode* {.importc: "rpc_type".}: GodotMethodRPCMode
GodotPropertyHint* {.importc: "godot_property_hint",
header: "godot_nativescript.h",
size: sizeof(cint), pure.} = enum
None, ## no hint provided.
Range, ## hint_text = "min,max,step,slider; // slider is optional"
ExpRange, ## hint_text = "min,max,step", exponential edit
Enum, ## hint_text= "val1,val2,val3,etc"
ExpEasing, ## exponential easing funciton (Math::ease)
Length, ## hint_text= "length" (as integer)
SpriteFrame,
KeyAccel, ## hint_text= "length" (as integer)
Flags, ## hint_text= "flag1,flag2,etc" (as bit flags)
Layers2DRender,
Layers2DPhysics,
Layers3DRender,
Layers3DPhysics,
File, ## a file path must be passed, hint_text (optionally)
## is a filter "*.png,*.wav,*.doc,"
Dir, ## a directort path must be passed
GlobalFile, ## a file path must be passed, hint_text (optionally) is a
## filter "*.png,*.wav,*.doc,"
GlobalDir, ## a directort path must be passed
ResourceType, ## a resource object type
MultilineText, ## used for string properties that can contain multiple lines
ColorNoAlpha, ## used for ignoring alpha component when editing a color
ImageCompressLossy,
ImageCompressLossless,
ObjectId,
TypeString, ## a type string, the hint is the base type to choose
NodePathToEditedNode, ## so something else can provide this
## (used in scripts)
MethodOfVariantType, ## a method of a type
MethodOfBaseType, ## a method of a base type
MethodOfInstance, ## a method of an instance
MethodOfScript, ## a method of a script & base
PropertyOfVariantType, ## a property of a type
PropertyOfBaseType, ## a property of a base type
PropertyOfInstance, ## a property of an instance
PropertyOfScript, ## a property of a script & base
PropertyHintMax
const
GODOT_PROPERTY_USAGE_STORAGE_VALUE = 1.cint
GODOT_PROPERTY_USAGE_EDITOR_VALUE = 2.cint
GODOT_PROPERTY_USAGE_NETWORK_VALUE = 4.cint
GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE = 8.cint
GODOT_PROPERTY_USAGE_CHECKABLE_VALUE = 16.cint
GODOT_PROPERTY_USAGE_CHECKED_VALUE = 32.cint
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE = 64.cint
GODOT_PROPERTY_USAGE_GROUP_VALUE = 128.cint
GODOT_PROPERTY_USAGE_CATEGORY_VALUE = 256.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE = 512.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE = 1024.cint
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE = 2048.cint
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE = 4096.cint
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE = 8192.cint
GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE = 16384.cint
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE = 32768.cint
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE = 65536.cint
GODOT_PROPERTY_USAGE_DEFAULT_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_EDITOR_VALUE or
GODOT_PROPERTY_USAGE_NETWORK_VALUE
GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or
GODOT_PROPERTY_USAGE_EDITOR_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE or
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
GODOT_PROPERTY_USAGE_NOEDITOR_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE
type
GodotPropertyUsageFlags* {.importc: "godot_property_usage_flags",
header: "godot_nativescript.h", size: sizeof(cint),
pure.} = enum
Storage = GODOT_PROPERTY_USAGE_STORAGE_VALUE
Editor = GODOT_PROPERTY_USAGE_EDITOR_VALUE
Network = GODOT_PROPERTY_USAGE_NETWORK_VALUE
NoEditor = GODOT_PROPERTY_USAGE_NOEDITOR_VALUE
Default = GODOT_PROPERTY_USAGE_DEFAULT_VALUE
EditorHelper = GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE
Checkable = GODOT_PROPERTY_USAGE_CHECKABLE_VALUE
## used for editing global variables
Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE
## used for editing global variables
Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
## hint for internationalized strings
DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE
Group = GODOT_PROPERTY_USAGE_GROUP_VALUE
## used for grouping props in the editor
Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE
NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE
## only store if nonzero
NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE
## only store if false
NoInstanceState = GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE
RestartIfChanged = GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE
ScriptVariable = GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE
StoreIfNull = GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE
AnimateAsTrigger = GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE
UpdateAllIfModified = GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE
GodotPropertyAttributes* {.importc: "godot_property_attributes",
header: "godot_nativescript.h", bycopy.} = object
rsetType* {.importc: "rset_type".}: GodotMethodRPCMode
typ* {.importc: "type".}: cint
hint* {.importc: "hint".}: GodotPropertyHint
hintString* {.importc: "hint_string".}: GodotString
usage* {.importc: "usage".}: GodotPropertyUsageFlags
defaultValue* {.importc: "default_value".}: Variant
GodotInstanceCreateFunc* {.importc: "godot_instance_create_func",
header: "godot_nativescript.h", bycopy.} = object
createFunc* {.importc: "create_func".}:
proc (obj: ptr GodotObject; methodData: pointer): pointer {.noconv.}
## returns user data
methodData* {.importc: "method_data".}: pointer
freeFunc* {.importc: "free_func".}: proc (a2: pointer) {.noconv.}
GodotInstanceDestroyFunc* {.importc: "godot_instance_destroy_func",
header: "godot_nativescript.h", bycopy.} = object
destroyFunc* {.importc: "destroy_func".}:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer) {.noconv.}
methodData* {.importc: "method_data".}: pointer
freeFunc* {.importc: "free_func".}: proc (a2: pointer) {.noconv.}
proc godotScriptRegisterClass*(libHandle: pointer; name, base: cstring;
create_func: GodotInstanceCreateFunc;
destroy_func: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_class",
header: "godot_nativescript.h".}
proc godotScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_tool_class",
header: "godot_nativescript.h".}
type
GodotInstanceMethod* {.importc: "godot_instance_method",
header: "godot_nativescript.h", bycopy.} = object
meth* {.importc: "method".}:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer; numArgs: cint;
args: var ptr array[MAX_ARG_COUNT, Variant]): Variant {.noconv.}
methodData* {.importc: "method_data".}: pointer
freeFunc* {.importc: "free_func".}: proc (a2: pointer) {.noconv.}
proc godotScriptRegisterMethod*(libHandle: pointer;
name: cstring; function_name: cstring;
attr: GodotMethodAttributes;
meth: GodotInstanceMethod) {.
importc: "godot_nativescript_register_method",
header: "godot_nativescript.h".}
type
GodotPropertySetFunc* {.importc: "godot_property_set_func",
header: "godot_nativescript.h", bycopy.} = object
setFunc* {.importc: "set_func".}: proc (obj: ptr GodotObject;
methodData: pointer;
userData: pointer;
value: Variant) {.noconv.}
methodData* {.importc: "method_data".}: pointer
freeFunc* {.importc: "free_func".}: proc (a2: pointer) {.noconv.}
GodotPropertyGetFunc* {.importc: "godot_property_get_func",
header: "godot_nativescript.h", bycopy.} = object
getFunc* {.importc: "get_func".}:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer): Variant {.noconv.}
methodData* {.importc: "method_data".}: pointer
freeFunc* {.importc: "free_func".}: proc (a2: pointer) {.noconv.}
proc godotScriptRegisterProperty*(libHandle: pointer;
name: cstring; path: cstring;
attr: var GodotPropertyAttributes;
setFunc: GodotPropertySetFunc;
getFunc: GodotPropertyGetFunc) {.
importc: "godot_nativescript_register_property",
header: "godot_nativescript.h".}
type
GodotSignalArgument* {.importc: "godot_signal_argument",
header: "godot_nativescript.h", bycopy.} = object
name* {.importc: "name".}: GodotString
typ* {.importc: "type".}: cint
hint* {.importc: "hint".}: GodotPropertyHint
hintString* {.importc: "hint_string".}: GodotString
usage* {.importc: "usage".}: GodotPropertyUsageFlags
defaultValue* {.importc: "default_value".}: Variant
GodotSignal* {.importc: "godot_signal",
header: "godot_nativescript.h".} = object
name* {.importc: "name".}: GodotString
numArgs* {.importc: "num_args".}: cint
args* {.importc: "args".}: ptr GodotSignalArgument
numDefaultArgs* {.importc: "num_default_args".}: cint
defaultArgs* {.importc: "default_args".}: ptr Variant
proc godotScriptRegisterSignal*(libHandle: pointer; name: cstring;
signal: GodotSignal) {.
importc: "godot_nativescript_register_signal",
header: "godot_nativescript.h".}
proc getUserdata*(instance: ptr GodotObject): pointer {.
importc: "godot_nativescript_get_userdata", header: "godot_nativescript.h".}
proc godotNew*(p_classname: cstring): ptr GodotObject {.
importc: "godot_nativescript_new", header: "godot_nativescript.h".}
proc godotStackBottom*(): pointer {.
importc: "godot_get_stack_bottom", header: "godot/gdnative.h".}
proc deinit*(o: ptr GodotObject) {.
importc: "godot_object_destroy", header: "godot/gdnative.h".}
# print using Godot's error handler list
proc godotPrintError(description: cstring; function: cstring; file: cstring;
line: cint) {.
importc: "godot_print_error", header: "godot/gdnative.h".}
proc godotPrintWarning(description: cstring; function: cstring;
file: cstring; line: cint) {.
importc: "godot_print_warning", header: "godot/gdnative.h".}
proc godotPrint(message: GodotString) {.
importc: "godot_print", header: "godot/gdnative.h".}
proc print*(message: string) {.inline.} =
let s = message.toGodotString()
godotPrint(s)
proc print*(message: cstring) {.inline.} =
let s = message.toGodotString()
godotPrint(s)
template printWarning*(warn: typed) =
let (filename, line) = instantiationInfo()
godotPrintWarning(cstring($warn), nil, cstring(filename), line.cint)
template printError*(err: typed) =
let (filename, line) = instantiationInfo()
godotPrintError(cstring($err), nil, cstring(filename), line.cint)

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# Copyright 2018 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
AABB* {.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

1
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--path:"$projectdir/../"

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# Copyright (c) 2017 Xored Software, Inc.
import godotbase, strings
type
NodePath* {.importc: "godot_node_path",
header: "godot/node_path.h", byref.} = object
proc initNodePath(dest: var NodePath; s: GodotString) {.
importc: "godot_node_path_new", header: "godot/node_path.h".}
proc initNodePath(dest: var NodePath;
src: NodePath) {.
importc: "godot_node_path_new_copy", header: "godot/node_path.h".}
proc deinit(self: var NodePath) {.
importc: "godot_node_path_destroy", header: "godot/node_path.h".}
proc initNodePath*(s: string): NodePath {.inline.} =
initNodePath(result, s.toGodotString())
proc `=destroy`(self: NodePath) {.inline.} =
unsafeAddr(self).deinit()
proc `=`(self: var NodePath, other: NodePath) {.inline.} =
initNodePath(self, other)
proc toGodotString*(self: NodePath): GodotString {.
importc: "godot_node_path_as_string", header: "godot/node_path.h".}
proc `$`*(self: NodePath): string {.inline.} =
let s = self.toGodotString()
result = $s
proc isAbsolute*(self: NodePath): bool {.
importc: "godot_node_path_is_absolute", header: "godot/node_path.h".}
proc nameCount*(self: NodePath): cint {.
importc: "godot_node_path_get_name_count",
header: "godot/node_path.h".}
proc getName*(self: NodePath; idx: cint): GodotString {.
importc: "godot_node_path_get_name", header: "godot/node_path.h".}
proc subnameCount*(self: NodePath): cint {.
importc: "godot_node_path_get_subname_count",
header: "godot/node_path.h".}
proc getSubname*(self: NodePath; idx: cint): GodotString {.
importc: "godot_node_path_get_subname",
header: "godot/node_path.h".}
proc property*(self: NodePath): GodotString {.
importc: "godot_node_path_get_property", header: "godot/node_path.h".}
proc isEmpty*(self: NodePath): bool {.
importc: "godot_node_path_is_empty", header: "godot/node_path.h".}
proc `==`*(a, b: NodePath): bool {.
importc: "godot_node_path_operator_equal",
header: "godot/node_path.h".}
converter fromString*(s: string): NodePath =
initNodePath(result, s.toGodotString())

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# Copyright 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotnodepaths,
internal/godotstrings
type
NodePath* = ref object
path: GodotNodePath
proc nodePathFinalizer(path: NodePath) =
path.path.deinit()
proc newNodePath*(path: GodotNodePath): NodePath =
## Moves the GodotNodePath into Nim wrapper. The ``path`` will be destroyed
## automatically when the result is no longer referenced.
new(result, nodePathFinalizer)
result.path = path
proc newNodePath*(s: string): NodePath =
new(result, nodePathFinalizer)
var str = s.toGodotString()
initGodotNodePath(result.path, str)
str.deinit()
proc godotNodePath*(path: NodePath): ptr GodotNodePath {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``path``
result = addr path.path
proc `$`*(self: NodePath): string {.inline.} =
var s = self.path.toGodotString()
result = $s
s.deinit()
proc hash*(self: NodePath): Hash {.inline.} =
($self).hash()
proc isAbsolute*(self: NodePath): bool {.inline.} =
self.path.isAbsolute()
proc nameCount*(self: NodePath): int {.inline.} =
int(self.path.nameCount())
proc getName*(self: NodePath; idx: int): string {.inline.} =
var s = self.path.getName(idx.cint)
result = $s
s.deinit()
proc subnameCount*(self: NodePath): int {.inline.} =
int(self.path.subnameCount())
proc getSubname*(self: NodePath; idx: int): string {.inline.} =
var s = self.path.getSubname(idx.cint)
result = $s
s.deinit()
proc getConcatenatedSubnames*(self: NodePath): string {.inline.} =
var s = self.path.getConcatenatedSubnames()
result = $s
s.deinit()
proc isEmpty*(self: NodePath): bool {.inline.} =
self.path.isEmpty()
proc `==`*(a, b: NodePath): bool =
if a.isNil and b.isNil: return true
if a.isNil != b.isNil: return false
result = a.path == b.path
converter fromString*(s: string): NodePath =
newNodePath(s)

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# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector3, strings
type
Plane* {.importc: "godot_plane", header: "godot/plane.h", byref.} = object
proc initPlane(dest: var Plane; a, b, c, d: float32) {.
importc: "godot_plane_new_with_reals", header: "godot/plane.h".}
proc initPlane(dest: var Plane; v1, v2, v3: Vector3) {.
importc: "godot_plane_new_with_vectors",
header: "godot/plane.h".}
proc initPlane(dest: var Plane; normal: Vector3; d: float32) {.
importc: "godot_plane_new_with_normal",
header: "godot/plane.h".}
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", header: "godot/plane.h".}
proc `$`*(self: Plane): string {.inline.} =
$self.toGodotString()
proc normalized*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_normalized", header: "godot/plane.h".}
proc center*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_center", header: "godot/plane.h".}
proc getAnyPoint*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_get_any_point", header: "godot/plane.h".}
proc isPointOver*(self: Plane; point: Vector3): bool {.
noSideEffect,
importc: "godot_plane_is_point_over",
header: "godot/plane.h".}
proc distanceTo*(self: Plane; point: Vector3): float32 {.
noSideEffect,
importc: "godot_plane_distance_to", header: "godot/plane.h".}
proc contains*(self: Plane; point: Vector3;
epsilon: float32): bool {.
noSideEffect,
importc: "godot_plane_has_point", header: "godot/plane.h".}
proc project*(self: Plane; point: Vector3): Vector3 {.
noSideEffect,
importc: "godot_plane_project", header: "godot/plane.h".}
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.
noSideEffect,
importc: "godot_plane_intersect_3",
header: "godot/plane.h".}
proc intersectsRay*(self: Plane; dest: var Vector3;
v, dir: Vector3): bool {.
noSideEffect,
importc: "godot_plane_intersects_ray",
header: "godot/plane.h".}
proc intersectsSegment*(self: Plane; dest: var Vector3;
segmentBegin, segmentEnd: Vector3): bool {.
noSideEffect, importc: "godot_plane_intersects_segment",
header: "godot/plane.h".}
proc `-`*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_operator_neg", header: "godot/plane.h".}
proc `==`*(a, b: Plane): bool {.
noSideEffect,
importc: "godot_plane_operator_equal", header: "godot/plane.h".}
proc normal*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_get_normal", header: "godot/plane.h".}
proc `normal=`*(self: var Plane; normal: Vector3) {.
importc: "godot_plane_set_normal", header: "godot/plane.h".}
proc d*(self: Plane): float32 {.
noSideEffect,
importc: "godot_plane_get_d", header: "godot/plane.h".}
proc `d=`*(self: var Plane; d: float32) {.
importc: "godot_plane_set_d", header: "godot/plane.h".}

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initPlane*(a, b, c, d: float32): Plane {.inline.} =
getGDNativeAPI().planeNewWithReals(result, a, b, c, d)
proc initPlane*(v1, v2, v3: Vector3): Plane {.inline.} =
getGDNativeAPI().planeNewWithVectors(result, v1, v2, v3)
proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
result = Plane(
normal: normal,
d: d
)
proc `$`*(self: Plane): string {.inline.} =
$getGDNativeAPI().planeAsString(self)
proc hash*(self: Plane): Hash {.inline, noinit.} =
!$(self.normal.hash() !& self.d.hash())
proc normalized*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeNormalized(self).toPlane()
proc center*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeCenter(self).toVector3()
proc getAnyPoint*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeGetAnyPoint(self).toVector3()
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 contains*(self: Plane; point: Vector3;
epsilon: float32): bool {.inline.} =
getGDNativeAPI().planeHasPoint(self, point, epsilon)
proc project*(self: Plane; point: Vector3): Vector3 {.inline.} =
getGDNativeAPI().planeProject(self, point).toVector3()
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.inline.} =
getGDNativeAPI().planeIntersect3(self, dest, b, c)
proc intersectsRay*(self: Plane; dest: var Vector3;
v, dir: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsRay(self, dest, v, dir)
proc intersectsSegment*(self: Plane; dest: var Vector3;
segmentBegin, segmentEnd: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsSegment(self, dest, segmentBegin, segmentEnd)
proc `-`*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeOperatorNeg(self).toPlane()
proc `==`*(a, b: Plane): bool {.inline.} =
getGDNativeAPI().planeOperatorEqual(a, b)

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# Copyright (c) 2017 Xored Software, Inc.
import godotbase, color, vector2, vector3, strings
type
PoolByteArray* {.importc: "godot_pool_byte_array",
header: "godot/pool_arrays.h", byref.} = object
PoolIntArray* {.importc: "godot_pool_int_array",
header: "godot/pool_arrays.h", byref.} = object
PoolRealArray* {.importc: "godot_pool_real_array",
header: "godot/pool_arrays.h", byref.} = object
PoolStringArray* {.importc: "godot_pool_string_array",
header: "godot/pool_arrays.h", byref.} = object
PoolVector2Array* {.importc: "godot_pool_vector2_array",
header: "godot/pool_arrays.h", byref.} = object
PoolVector3Array* {.importc: "godot_pool_vector3_array",
header: "godot/pool_arrays.h", byref.} = object
PoolColorArray* {.importc: "godot_pool_color_array",
header: "godot/pool_arrays.h", byref.} = object
# byte
proc initPoolByteArray(dest: var PoolByteArray) {.
importc: "godot_pool_byte_array_new", header: "godot/pool_arrays.h".}
proc initPoolByteArray(dest: var PoolByteArray;
src: PoolByteArray) {.
importc: "godot_pool_byte_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolByteArray(dest: var PoolByteArray; arr: Array) {.
importc: "godot_pool_byte_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolByteArray) {.
importc: "godot_pool_byte_array_destroy", header: "godot/pool_arrays.h".}
proc initPoolByteArray*(): PoolByteArray {.inline.} =
initPoolByteArray(result)
proc initPoolByteArray*(arr: Array): PoolByteArray {.inline.} =
initPoolByteArray(result, arr)
proc `=`(self: var PoolByteArray, other: PoolByteArray) {.inline.} =
initPoolByteArray(self, other)
proc `=destroy`(self: PoolByteArray) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolByteArray;
data: uint8) {.
importc: "godot_pool_byte_array_append", header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolByteArray, data: uint8) {.
importc: "godot_pool_byte_array_push_back", header: "godot/pool_arrays.h".}
proc add*(self: var PoolByteArray;
arr: PoolByteArray) {.
importc: "godot_pool_byte_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolByteArray; idx: cint;
data: uint8): Error {.
importc: "godot_pool_byte_array_insert", header: "godot/pool_arrays.h".}
proc delete*(self: var PoolByteArray; idx: cint) {.
importc: "godot_pool_byte_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolByteArray) {.
importc: "godot_pool_byte_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolByteArray; size: cint) {.
importc: "godot_pool_byte_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolByteArray; idx: cint; data: uint8) {.
importc: "godot_pool_byte_array_set", header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolByteArray; idx: cint): uint8 {.
noSideEffect,
importc: "godot_pool_byte_array_get",
header: "godot/pool_arrays.h".}
proc len*(self: PoolByteArray): cint {.
noSideEffect,
importc: "godot_pool_byte_array_size", header: "godot/pool_arrays.h".}
iterator items*(arr: PoolByteArray): byte =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolByteArray): tuple[key: cint, val: byte] =
for i in 0..<arr.len:
yield (i, arr[i])
proc initPoolIntArray(dest: var PoolIntArray) {.
importc: "godot_pool_int_array_new", header: "godot/pool_arrays.h".}
proc initPoolIntArray(dest: var PoolIntArray;
src: PoolIntArray) {.
importc: "godot_pool_int_array_new_copy", header: "godot/pool_arrays.h".}
proc initPoolIntArray(dest: var PoolIntArray;
arr: Array) {.
importc: "godot_pool_int_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolIntArray) {.
importc: "godot_pool_int_array_destroy", header: "godot/pool_arrays.h".}
proc initPoolIntArray*(): PoolIntArray {.inline.} =
initPoolIntArray(result)
proc initPoolIntArray*(arr: Array): PoolIntArray {.inline.} =
initPoolIntArray(result, arr)
proc `=`(self: var PoolIntArray, other: PoolIntArray) {.inline.} =
initPoolIntArray(self, other)
proc `=destroy`(self: PoolIntArray) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolIntArray; data: cint) {.
importc: "godot_pool_int_array_append", header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolIntArray; data: cint) {.
importc: "godot_pool_int_array_push_back", header: "godot/pool_arrays.h".}
proc add*(self: var PoolIntArray; arr: PoolIntArray) {.
importc: "godot_pool_int_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolIntArray; idx: cint;
data: cint): Error {.
importc: "godot_pool_int_array_insert", header: "godot/pool_arrays.h".}
proc delete*(self: var PoolIntArray; idx: cint) {.
importc: "godot_pool_int_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolIntArray) {.
importc: "godot_pool_int_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolIntArray; size: cint) {.
importc: "godot_pool_int_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolIntArray; idx: cint; data: cint) {.
importc: "godot_pool_int_array_set", header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolIntArray; idx: cint): cint {.
noSideEffect,
importc: "godot_pool_int_array_get",
header: "godot/pool_arrays.h".}
proc len*(self: PoolIntArray): cint {.
noSideEffect,
importc: "godot_pool_int_array_size",
header: "godot/pool_arrays.h".}
iterator items*(arr: PoolIntArray): cint =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolIntArray): tuple[key: cint, val: cint] =
for i in 0..<arr.len:
yield (i, arr[i])
# Real
proc initPoolRealArray(dest: var PoolRealArray) {.
importc: "godot_pool_real_array_new", header: "godot/pool_arrays.h".}
proc initPoolRealArray(dest: var PoolRealArray;
src: PoolRealArray) {.
importc: "godot_pool_real_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolRealArray(dest: var PoolRealArray; arr: Array) {.
importc: "godot_pool_real_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolRealArray) {.
importc: "godot_pool_real_array_destroy", header: "godot/pool_arrays.h".}
proc initPoolRealArray*(): PoolRealArray {.inline.} =
initPoolRealArray(result)
proc initPoolRealArray*(arr: Array): PoolRealArray {.inline.} =
initPoolRealArray(result, arr)
proc `=`(self: var PoolRealArray, other: PoolRealArray) {.inline.} =
initPoolRealArray(self, other)
proc `=destroy`(self: PoolRealArray) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolRealArray; data: float32) {.
importc: "godot_pool_real_array_append",
header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolRealArray; data: float32) {.
importc: "godot_pool_real_array_push_back", header: "godot/pool_arrays.h".}
proc add*(self: var PoolRealArray; arr: PoolRealArray) {.
importc: "godot_pool_real_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolRealArray;
idx: cint; data: float32): Error {.
importc: "godot_pool_real_array_insert", header: "godot/pool_arrays.h".}
proc delete*(self: var PoolRealArray; idx: cint) {.
importc: "godot_pool_real_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolRealArray) {.
importc: "godot_pool_real_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolRealArray; size: cint) {.
importc: "godot_pool_real_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolRealArray; idx: cint; data: float32) {.
importc: "godot_pool_real_array_set", header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolRealArray; idx: cint): float32 {.
noSideEffect,
importc: "godot_pool_real_array_get",
header: "godot/pool_arrays.h".}
proc len*(self: PoolRealArray): cint {.
noSideEffect,
importc: "godot_pool_real_array_size", header: "godot/pool_arrays.h".}
iterator items*(arr: PoolRealArray): float32 =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolRealArray): tuple[key: cint, val: float32] =
for i in 0..<arr.len:
yield (i, arr[i])
# String
proc initPoolStringArray(dest: var PoolStringArray) {.
importc: "godot_pool_string_array_new", header: "godot/pool_arrays.h".}
proc initPoolStringArray(dest: var PoolStringArray;
src: PoolStringArray) {.
importc: "godot_pool_string_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolStringArray(dest: var PoolStringArray; arr: Array) {.
importc: "godot_pool_string_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolStringArray) {.
importc: "godot_pool_string_array_destroy",
header: "godot/pool_arrays.h".}
proc initPoolStringArray*(): PoolStringArray {.inline.} =
initPoolStringArray(result)
proc initPoolStringArray*(arr: Array): PoolStringArray {.inline.} =
initPoolStringArray(result, arr)
proc `=`(self: var PoolStringArray, other: PoolStringArray) {.inline.} =
initPoolStringArray(self, other)
proc `=destroy`(self: PoolStringArray) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolStringArray; data: GodotString) {.
importc: "godot_pool_string_array_append",
header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolStringArray; data: GodotString) {.
importc: "godot_pool_string_array_push_back",
header: "godot/pool_arrays.h".}
proc add*(self: var PoolStringArray; arr: PoolStringArray) {.
importc: "godot_pool_string_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolStringArray;
idx: cint; data: GodotString): Error {.
importc: "godot_pool_string_array_insert",
header: "godot/pool_arrays.h".}
proc delete*(self: var PoolStringArray; idx: cint) {.
importc: "godot_pool_string_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolStringArray) {.
importc: "godot_pool_string_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolStringArray; size: cint) {.
importc: "godot_pool_string_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolStringArray; idx: cint;
data: GodotString) {.
importc: "godot_pool_string_array_set",
header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolStringArray; idx: cint): GodotString {.
noSideEffect,
importc: "godot_pool_string_array_get",
header: "godot/pool_arrays.h".}
proc len*(self: PoolStringArray): cint {.
noSideEffect,
importc: "godot_pool_string_array_size",
header: "godot/pool_arrays.h".}
iterator items*(arr: PoolStringArray): GodotString =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolStringArray): tuple[key: cint, val: GodotString] =
for i in 0..<arr.len:
yield (i, arr[i])
# Vector2
proc initPoolVector2Array(dest: var PoolVector2Array) {.
importc: "godot_pool_vector2_array_new", header: "godot/pool_arrays.h".}
proc initPoolVector2Array(dest: var PoolVector2Array;
src: PoolVector2Array) {.
importc: "godot_pool_vector2_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolVector2Array(dest: var PoolVector2Array; arr: Array) {.
importc: "godot_pool_vector2_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolVector2Array) {.
importc: "godot_pool_vector2_array_destroy", header: "godot/pool_arrays.h".}
proc initPoolVector2Array*(): PoolVector2Array {.inline.} =
initPoolVector2Array(result)
proc initPoolVector2Array*(arr: Array): PoolVector2Array {.inline.} =
initPoolVector2Array(result, arr)
proc `=`(self: var PoolVector2Array, other: PoolVector2Array) {.inline.} =
initPoolVector2Array(self, other)
proc `=destroy`(self: PoolVector2Array) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolVector2Array; data: Vector2) {.
importc: "godot_pool_vector2_array_append",
header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolVector2Array; data: Vector2) {.
importc: "godot_pool_vector2_array_push_back",
header: "godot/pool_arrays.h".}
proc add*(self: var PoolVector2Array;
arr: PoolVector2Array) {.
importc: "godot_pool_vector2_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolVector2Array;
idx: cint; data: Vector2): Error {.
importc: "godot_pool_vector2_array_insert",
header: "godot/pool_arrays.h".}
proc delete*(self: var PoolVector2Array; idx: cint) {.
importc: "godot_pool_vector2_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolVector2Array) {.
importc: "godot_pool_vector2_array_invert",
header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolVector2Array; size: cint) {.
importc: "godot_pool_vector2_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolVector2Array; idx: cint;
data: ptr Vector2) {.
importc: "godot_pool_vector2_array_set", header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolVector2Array; idx: cint): Vector2 {.
noSideEffect,
importc: "godot_pool_vector2_array_get", header: "godot/pool_arrays.h".}
proc len*(self: PoolVector2Array): cint {.
noSideEffect,
importc: "godot_pool_vector2_array_size", header: "godot/pool_arrays.h".}
iterator items*(arr: PoolVector2Array): Vector2 =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolVector2Array): tuple[key: cint, val: Vector2] =
for i in 0..<arr.len:
yield (i, arr[i])
# Vector3
proc initPoolVector3Array*(dest: var PoolVector3Array) {.
importc: "godot_pool_vector3_array_new", header: "godot/pool_arrays.h".}
proc initPoolVector3Array*(dest: var PoolVector3Array;
src: PoolVector3Array) {.
importc: "godot_pool_vector3_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolVector3Array*(dest: var PoolVector3Array; arr: Array) {.
importc: "godot_pool_vector3_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolVector3Array) {.
importc: "godot_pool_vector3_array_destroy",
header: "godot/pool_arrays.h".}
proc initPoolVector3Array*(): PoolVector3Array {.inline.} =
initPoolVector3Array(result)
proc initPoolVector3Array*(arr: Array): PoolVector3Array {.inline.} =
initPoolVector3Array(result, arr)
proc `=`(self: var PoolVector3Array, other: PoolVector3Array) {.inline.} =
initPoolVector3Array(self, other)
proc `=destroy`(self: PoolVector3Array) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolVector3Array;
data: Vector3) {.
importc: "godot_pool_vector3_array_append",
header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolVector3Array;
data: Vector3) {.
importc: "godot_pool_vector3_array_push_back",
header: "godot/pool_arrays.h".}
proc add*(self: var PoolVector3Array;
arr: PoolVector3Array) {.
importc: "godot_pool_vector3_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolVector3Array;
idx: cint; data: Vector3): Error {.
importc: "godot_pool_vector3_array_insert",
header: "godot/pool_arrays.h".}
proc delete*(self: var PoolVector3Array; idx: cint) {.
importc: "godot_pool_vector3_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolVector3Array) {.
importc: "godot_pool_vector3_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolVector3Array; size: cint) {.
importc: "godot_pool_vector3_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolVector3Array;
idx: cint; data: Vector3) {.
importc: "godot_pool_vector3_array_set",
header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolVector3Array;
idx: cint): Vector3 {.
noSideEffect,
importc: "godot_pool_vector3_array_get",
header: "godot/pool_arrays.h".}
proc len*(self: PoolVector3Array): cint {.
noSideEffect,
importc: "godot_pool_vector3_array_size",
header: "godot/pool_arrays.h".}
iterator items*(arr: PoolVector3Array): Vector3 =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolVector3Array): tuple[key: cint, val: Vector3] =
for i in 0..<arr.len:
yield (i, arr[i])
# Color
proc initPoolColorArray(dest: var PoolColorArray) {.
importc: "godot_pool_color_array_new", header: "godot/pool_arrays.h".}
proc initPoolColorArray(dest: var PoolColorArray;
src: PoolColorArray) {.
importc: "godot_pool_color_array_new_copy",
header: "godot/pool_arrays.h".}
proc initPoolColorArray(dest: var PoolColorArray; arr: Array) {.
importc: "godot_pool_color_array_new_with_array",
header: "godot/pool_arrays.h".}
proc deinit(self: var PoolColorArray) {.
importc: "godot_pool_color_array_destroy", header: "godot/pool_arrays.h".}
proc initPoolColorArray*(): PoolColorArray {.inline.} =
initPoolColorArray(result)
proc initPoolColorArray*(arr: Array): PoolColorArray {.inline.} =
initPoolColorArray(result, arr)
proc `=`(self: var PoolColorArray, other: PoolColorArray) {.inline.} =
initPoolColorArray(self, other)
proc `=destroy`(self: PoolColorArray) {.inline.} =
unsafeAddr(self).deinit()
proc add*(self: var PoolColorArray; data: Color) {.
importc: "godot_pool_color_array_append",
header: "godot/pool_arrays.h".}
proc addFirst*(self: var PoolColorArray; data: Color) {.
importc: "godot_pool_color_array_push_back",
header: "godot/pool_arrays.h".}
proc add*(self: var PoolColorArray; arr: PoolColorArray) {.
importc: "godot_pool_color_array_append_array",
header: "godot/pool_arrays.h".}
proc insert*(self: var PoolColorArray;
idx: cint; data: Color): Error {.
importc: "godot_pool_color_array_insert",
header: "godot/pool_arrays.h".}
proc delete*(self: var PoolColorArray; idx: cint) {.
importc: "godot_pool_color_array_remove", header: "godot/pool_arrays.h".}
proc reverse*(self: var PoolColorArray) {.
importc: "godot_pool_color_array_invert", header: "godot/pool_arrays.h".}
proc setLen*(self: var PoolColorArray; size: cint) {.
importc: "godot_pool_color_array_resize", header: "godot/pool_arrays.h".}
proc `[]=`*(self: var PoolColorArray; idx: cint;
data: Color) {.
importc: "godot_pool_color_array_set", header: "godot/pool_arrays.h".}
proc `[]`*(self: PoolColorArray; idx: cint): Color {.
noSideEffect,
importc: "godot_pool_color_array_get", header: "godot/pool_arrays.h".}
proc len*(self: PoolColorArray): cint {.
noSideEffect,
importc: "godot_pool_color_array_size", header: "godot/pool_arrays.h".}
iterator items*(arr: PoolColorArray): Color =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolColorArray): tuple[key: cint, val: Color] =
for i in 0..<arr.len:
yield (i, arr[i])

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godot/core/poolarrays.nim Normal file
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# Copyright 2018 Xored Software, Inc.
import hashes
import godotcoretypes
import internal/godotinternaltypes, internal/godotpoolarrays,
internal/godotstrings
import vector2, vector3, colors
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
type
T* = ref object
fieldName: GodotT
proc poolArrayFinalizer(arr: T) =
arr.fieldName.deinit()
proc newProcName*(): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName)
proc fieldName*(self: T): ptr GodotT {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.fieldName
proc newProcName*(arr: GodotT): T {.inline.} =
new(result, poolArrayFinalizer)
result.fieldName = arr
proc hash*(arr: T): Hash =
for item in arr.fieldName.items():
result = result !&
(when type(item) is GodotString: ($item).hash() else: item.hash())
result = !$result
definePoolArrayBase(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArrayBase(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArrayBase(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArrayBase(PoolVector2Array, GodotPoolVector2Array, Vector2,
godotPoolVector2Array, newPoolVector2Array,
initGodotPoolVector2Array)
definePoolArrayBase(PoolVector3Array, GodotPoolVector3Array, Vector3,
godotPoolVector3Array, newPoolVector3Array,
initGodotPoolVector3Array)
definePoolArrayBase(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArrayBase(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray)
import arrays
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
proc newProcName*(arr: Array): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName, arr.godotArray[])
proc add*(self: T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: T; size: int) {.inline.} =
self.fieldName.setLen(size.cint)
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
proc subarray*(self: T, idxFrom, idxTo: int): T {.inline.} =
## Indexes are inclusive, negative values count from the end of the array.
assert(idxFrom >= low(cint) and idxFrom <= high(cint) and
idxTo >= low(cint) and idxTo <= high(cint))
newProcName(self.fieldName.subarray(idxFrom.cint, idxTo.cint))
when not noData:
proc add*(self: T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc insert*(self: T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
proc `[]=`*(self: T; idx: int; data: DataT) {.inline.} =
self.fieldName[idx.cint] = data
proc `[]`*(self: T; idx: int): DataT {.inline.} =
self.fieldName[idx.cint]
iterator items*(arr: T): DataT =
for item in arr.fieldName.items:
yield item
iterator pairs*(arr: T): tuple[key: int, val: DataT] =
for pair in arr.fieldName.pairs:
yield (pair[0].int, pair[1])
iterator mitems*(arr: T): var DataT =
for item in arr.fieldName.mitems:
yield item
iterator mpairs*(arr: T): tuple[key: int, val: var DataT] =
for pair in arr.fieldName.mpairs:
yield (pair[0].int, pair[1])
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArray(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArray(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArray(PoolVector2Array, GodotPoolVector2Array, Vector2,
godotPoolVector2Array, newPoolVector2Array,
initGodotPoolVector2Array)
definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
godotPoolVector3Array, newPoolVector3Array,
initGodotPoolVector3Array)
definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)
proc add*(self: PoolStringArray; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.add(s)
s.deinit()
proc insert*(self: PoolStringArray; idx: int; data: string): Error =
var s = data.toGodotString()
result = self.godotPoolStringArray.insert(idx.cint, s)
s.deinit()
proc `[]=`*(self: PoolStringArray; idx: int; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray[idx.cint] = s
s.deinit()
proc `[]`*(self: PoolStringArray; idx: int): string =
var s = self.godotPoolStringArray[idx.cint]
result = $s
s.deinit()
iterator items*(arr: PoolStringArray): string =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolStringArray): tuple[key: int, val: string] =
for i in 0..<arr.len:
yield (i, arr[i])

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# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector3, strings
type
Quat* {.importc: "godot_quat", header: "godot/quat.h", byref.} = object
proc initQuat(dest: var Quat; x, y, z, w: float32) {.
importc: "godot_quat_new", header: "godot/quat.h".}
proc initQuat(dest: var Quat; axis: Vector3; angle: float32) {.
importc: "godot_quat_new_with_axis_angle",
header: "godot/quat.h".}
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
initQuat(result, x, y, z, w)
proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
initQuat(result, axis, angle)
proc x*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_get_x", header: "godot/quat.h".}
proc `x=`*(self: var Quat; val: float32) {.
noSideEffect,
importc: "godot_quat_set_x", header: "godot/quat.h".}
proc y*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_get_y", header: "godot/quat.h".}
proc `y=`*(self: var Quat; val: float32) {.
noSideEffect,
importc: "godot_quat_set_y", header: "godot/quat.h".}
proc z*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_get_z", header: "godot/quat.h".}
proc `z=`*(self: var Quat; val: float32) {.
noSideEffect,
importc: "godot_quat_set_z", header: "godot/quat.h".}
proc w*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_get_w", header: "godot/quat.h".}
proc `w=`*(self: var Quat; val: float32) {.
noSideEffect,
importc: "godot_quat_set_w", header: "godot/quat.h".}
proc toGodotString*(self: Quat): GodotString {.
noSideEffect,
importc: "godot_quat_as_string", header: "godot/quat.h".}
proc `$`*(self: Quat): string {.inline.} =
$self.toGodotString()
proc length*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length", header: "godot/quat.h".}
proc lengthSquared*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length_squared", header: "godot/quat.h".}
proc normalized*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_normalized", header: "godot/quat.h".}
proc isNormalized*(self: Quat): bool {.
noSideEffect,
importc: "godot_quat_is_normalized", header: "godot/quat.h".}
proc inverse*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_inverse", header: "godot/quat.h".}
proc dot*(a, b: Quat): float32 {.
noSideEffect,
importc: "godot_quat_dot", header: "godot/quat.h".}
proc xform*(self: Quat; v: Vector3): Vector3 {.
noSideEffect,
importc: "godot_quat_xform", header: "godot/quat.h".}
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerp", header: "godot/quat.h".}
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerpni", header: "godot/quat.h".}
proc cubicSlerp*(self, b, pre_a, post_b: Quat;
t: float32): Quat {.
noSideEffect,
importc: "godot_quat_cubic_slerp",
header: "godot/quat.h".}
proc `*`*(a: Quat, b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_multiply",
header: "godot/quat.h".}
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_add", header: "godot/quat.h".}
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_substract",
header: "godot/quat.h".}
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_divide", header: "godot/quat.h".}
proc `/=`*(self: var Quat, b: float32) {.inline.} =
self = self / b
proc `==`*(a, b: Quat): bool {.
noSideEffect,
importc: "godot_quat_operator_equal", header: "godot/quat.h".}
proc `-`*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_neg", header: "godot/quat.h".}

84
godot/core/quats.nim Normal file
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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
result = Quat(
x: x,
y: y,
z: z,
w: w
)
proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
getGDNativeAPI().quatNewWithAxisAngle(result, axis, angle)
proc `$`*(self: Quat): string {.inline.} =
$getGDNativeAPI().quatAsString(self)
proc hash*(self: Quat): Hash {.inline.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash() !& self.w.hash())
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).toQuat()
proc isNormalized*(self: Quat): bool {.inline.} =
getGDNativeAPI().quatIsNormalized(self)
proc inverse*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatInverse(self).toQuat()
proc dot*(a, b: Quat): float32 {.inline.} =
getGDNativeAPI().quatDot(a, b)
proc xform*(self: Quat; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().quatXform(self, v).toVector3()
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerp(self, b, t).toQuat()
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerpni(self, b, t).toQuat()
proc cubicSlerp*(self, b, preA, postB: Quat;
t: float32): Quat {.inline.} =
getGDNativeAPI().quatCubicSlerp(self, b, preA, postB, t).toQuat()
proc `*`*(a: Quat, b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorMultiply(a, b).toQuat()
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorAdd(a, b).toQuat()
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorSubtract(a, b).toQuat()
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorDivide(self, b).toQuat()
proc `/=`*(self: var Quat, b: float32) {.inline.} =
self = self / b
proc `==`*(a, b: Quat): bool {.inline.} =
getGDNativeAPI().quatOperatorEqual(a, b)
proc `-`*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorNeg(self).toQuat()

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@ -1,68 +1,153 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotbase, vector2, strings
import hashes
type
Rect2* {.importc: "godot_rect2", header: "godot/rect2.h", byref.} = object
import vector2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initRect2(dest: var Rect2; pos, size: Vector2) {.
importc: "godot_rect2_new_with_position_and_size",
header: "godot/rect2.h".}
proc initRect2(dest: var Rect2; x, y, sizeX, sizeY: float32) {.
importc: "godot_rect2_new", header: "godot/rect2.h".}
{.push stackTrace: off.}
proc initRect2*(pos, size: Vector2): Rect2 {.inline.} =
initRect2(result, pos, size)
proc initRect2*(): Rect2 {.inline, noinit.} =
Rect2()
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline.} =
initRect2(result, x, y, sizeX, sizeY)
proc initRect2*(pos, size: Vector2): Rect2 {.inline, noinit.} =
Rect2(position: pos, size: size)
proc toGodotString*(self: Rect2): GodotString {.
noSideEffect,
importc: "godot_rect2_as_string", header: "godot/rect2.h".}
proc `$`*(self: Rect2): string {.inline.} =
$self.toGodotString()
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline, noinit.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc area*(self: Rect2): float32 {.
noSideEffect,
importc: "godot_rect2_get_area", header: "godot/rect2.h".}
proc intersects*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_intersects", header: "godot/rect2.h".}
proc encloses*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_encloses", header: "godot/rect2.h".}
proc hasNoArea*(self: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_has_no_area", header: "godot/rect2.h".}
proc clip*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_clip", header: "godot/rect2.h".}
proc merge*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_merge", header: "godot/rect2.h".}
proc contains*(self: Rect2; point: Vector2): bool {.
noSideEffect,
importc: "godot_rect2_has_point", header: "godot/rect2.h".}
proc grow*(self: Rect2; by: float32): Rect2 {.
noSideEffect,
importc: "godot_rect2_grow", header: "godot/rect2.h".}
proc expand*(self: Rect2; to: Vector2): Rect2 {.
noSideEffect,
importc: "godot_rect2_expand", header: "godot/rect2.h".}
proc `==`*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_operator_equal",
header: "godot/rect2.h".}
proc position*(self: Rect2): Vector2 {.
noSideEffect,
importc: "godot_rect2_get_position", header: "godot/rect2.h".}
proc size*(self: Rect2): Vector2 {.
noSideEffect,
importc: "godot_rect2_get_size", header: "godot/rect2.h".}
proc setPosition*(self: var Rect2; pos: Vector2) {.
noSideEffect,
importc: "godot_rect2_set_position", header: "godot/rect2.h".}
proc setSize*(self: var Rect2; size: Vector2) {.
noSideEffect,
importc: "godot_rect2_set_size", header: "godot/rect2.h".}
proc `$`*(self: Rect2): string {.inline, noinit.} =
$getGDNativeAPI().rect2AsString(self)
proc hash*(self: Rect2): Hash {.inline, noinit.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: Rect2): float32 {.inline, noinit.} =
self.size.x * self.size.y
proc intersects*(a, b: Rect2): bool {.inline, noinit.} =
if a.position.x >= (b.position.x + b.size.x):
return false
if a.position.x + a.size.x <= b.position.x:
return false
if a.position.y >= (b.position.y + b.size.y):
return false
if a.position.y + a.size.y <= b.position.y:
return false
result = true
proc distanceTo*(self: Rect2, p: Vector2): float32 {.noinit.} =
var inside = true
if p.x < self.position.x:
let d = self.position.x - p.x
result = d
inside = false
if p.y < self.position.y:
let d = self.position.y - p.y
result = if inside: d else: min(result, d)
inside = false
if p.x >= (self.position.x + self.size.x):
let d = p.x - (self.position.x + self.size.x)
result = if inside: d else: min(result, d)
inside = false
if p.y >= (self.position.y + self.size.y):
let d = p.y - (self.position.y + self.size.y)
result = if inside: d else: min(result, d)
inside = false
if inside:
result = 0'f32
proc encloses*(a, b: Rect2): bool {.inline, noinit.} =
b.position.x >= a.position.x and b.position.y >= a.position.y and
(b.position.x + b.size.x) < (a.position.x + a.size.x) and
(b.position.y + b.size.y) < (a.position.y + a.size.y)
proc hasNoArea*(self: Rect2): bool {.inline, noinit.} =
self.size.x <= 0 or self.size.y <= 0
proc clip*(self, b: Rect2): Rect2 {.inline, noinit.} =
if not self.intersects(b):
return initRect2()
result = self
result.position.x = max(b.position.x, self.position.x)
result.position.y = max(b.position.y, self.position.y)
let bEnd = b.position + b.size
let selfEnd = self.position + self.size
result.size.x = min(bEnd.x, selfEnd.x) - result.position.x
result.size.y = min(bEnd.y, selfEnd.y) - result.position.y
proc merge*(self, b: Rect2): Rect2 {.inline, noinit.} =
result.position.x = min(b.position.x, self.position.x)
result.position.y = min(b.position.y, self.position.y)
result.size.x = max(b.position.x + b.size.x, self.position.x + self.size.x)
result.size.y = max(b.position.y + b.size.y, self.position.y + self.size.y)
result.size -= result.position
proc contains*(self: Rect2; point: Vector2): bool {.inline, noinit.} =
if point.x < self.position.x:
return false
if point.y < self.position.y:
return false
if point.x >= self.position.x + self.size.x:
return false
if point.y >= self.position.y + self.size.y:
return false
result = true
proc grow*(self: Rect2; by: float32): Rect2 {.inline, noinit.} =
## Returns Rect2 enlarged by the specified size in every direction.
result = self
result.position.x -= by
result.position.y -= by
result.size.x += by * 2
result.size.y += by * 2
proc growIndividual*(self: Rect2, left, top: float32,
right, bottom: float32): Rect2 {.inline, noinit.} =
result = self
result.position.x -= left
result.position.y -= top
result.size.x += left + right
result.size.y += top + bottom
proc expandTo*(self: var Rect2, to: Vector2) {.inline.} =
var startPoint = self.position
var endPoint = self.position + self.size
if to.x < startPoint.x:
startPoint.x = to.x
if to.y < startPoint.y:
startPoint.y = to.y
if to.x > endPoint.x:
endPoint.x = to.x
if to.y > endPoint.y:
endPoint.y = to.y
self.position = startPoint
self.size = endPoint - startPoint
proc expand*(self: Rect2; to: Vector2): Rect2 {.inline, noinit.} =
result = self
result.expandTo(to)
proc abs*(self: Rect2): Rect2 {.inline, noinit.} =
Rect2(position: vec2(self.position.x + min(self.size.x, 0'f32),
self.position.y + min(self.size.y, 0'f32)),
size: abs(self.size))
proc `==`*(a, b: Rect2): bool {.inline, noinit.} =
a.position == b.position and a.size == b.size
{.pop.} # stackTrace: off

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@ -1,100 +0,0 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, plane, vector3, strings
type
Rect3* {.importc: "godot_rect3", header: "godot/rect3.h", byref.} = object
proc initRect3(dest: var Rect3; pos, size: Vector3) {.
importc: "godot_rect3_new", header: "godot/rect3.h".}
proc initRect3*(pos, size: Vector3): Rect3 {.inline.} =
initRect3(result, pos, size)
proc position*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_position", header: "godot/rect3.h".}
proc setPosition*(self: var Rect3; v: Vector3) {.
noSideEffect
importc: "godot_rect3_set_position", header: "godot/rect3.h".}
proc size*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_size", header: "godot/rect3.h".}
proc setSize*(self: var Rect3; v: Vector3) {.
noSideEffect,
importc: "godot_rect3_set_size", header: "godot/rect3.h".}
proc toGodotString*(self: Rect3): GodotString {.
noSideEffect,
importc: "godot_rect3_as_string", header: "godot/rect3.h".}
proc `$`*(self: Rect3): string {.inline.} =
$self.toGodotString()
proc area*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_area", header: "godot/rect3.h".}
proc hasNoArea*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_area", header: "godot/rect3.h".}
proc hasNoSurface*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_surface", header: "godot/rect3.h".}
proc intersects*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_intersects", header: "godot/rect3.h".}
proc encloses*(self, other: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_encloses", header: "godot/rect3.h".}
proc merge*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_merge", header: "godot/rect3.h".}
proc intersection*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_intersection", header: "godot/rect3.h".}
proc intersectsPlane*(self: Rect3; plane: Plane): bool {.
noSideEffect,
importc: "godot_rect3_intersects_plane",
header: "godot/rect3.h".}
proc intersectsSegment*(self: Rect3; start, to: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_intersects_segment",
header: "godot/rect3.h".}
proc contains*(self: Rect3; point: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_has_point", header: "godot/rect3.h".}
proc getSupport*(self: Rect3; dir: Vector3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_support", header: "godot/rect3.h".}
proc getLongestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis", header: "godot/rect3.h".}
proc getLongestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_index",
header: "godot/rect3.h".}
proc getLongestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_size",
header: "godot/rect3.h".}
proc getShortestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis", header: "godot/rect3.h".}
proc getShortestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_index",
header: "godot/rect3.h".}
proc getShortestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_size",
header: "godot/rect3.h".}
proc expand*(self: Rect3; toPoint: Vector3): Rect3 {.
noSideEffect,
importc: "godot_rect3_expand", header: "godot/rect3.h".}
proc grow*(self: Rect3; by: float32): Rect3 {.
noSideEffect,
importc: "godot_rect3_grow", header: "godot/rect3.h".}
proc getEndpoint*(self: Rect3; idx: cint): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_endpoint", header: "godot/rect3.h".}
proc `==`*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_operator_equal",
header: "godot/rect3.h".}

View file

@ -1,28 +0,0 @@
import godotbase
type
RID* {.importc: "godot_rid", header: "godot/rid.h", byref.} = object
proc initRID(dest: var RID) {.
importc: "godot_rid_new",
header: "godot/rid.h".}
proc initRID(dest: var RID; obj: ptr GodotObject) {.
importc: "godot_rid_new_with_resource", header: "godot/rid.h".}
proc initRID*(): RID {.inline.} =
initRID(result)
proc initRID*(obj: ptr GodotObject): RID {.inline.} =
initRID(result, obj)
proc idCInt(self: RID): cint {.
noSideEffect,
importc: "godot_rid_get_id", header: "godot/rid.h".}
proc id*(self: RID): uint32 {.inline.} =
cast[uint32](self.idCInt())
proc `==`*(a, b: RID): bool {.
importc: "godot_rid_operator_equal", header: "godot/rid.h".}
proc `<`*(a, b: RID): bool {.
importc: "godot_rid_operator_less", header: "godot/rid.h".}

26
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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, internal/godotinternaltypes, gdnativeapi
proc initRID*(): RID {.inline.} =
getGDNativeAPI().ridNew(result)
proc initRID*(obj: ptr GodotObject): RID {.inline.} =
getGDNativeAPI().ridNewWithResource(result, obj)
proc id*(self: RID): uint32 {.inline.} =
cast[uint32](getGDNativeAPI().ridGetId(self))
proc `$`*(self: RID): string {.inline.} =
$self.id
proc hash*(self: RID): Hash {.inline.} =
self.id.hash()
proc `==`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorEqual(a, b)
proc `<`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorLess(a, b)

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@ -1,62 +0,0 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase
type
GodotString* {.importc: "godot_string", header: "godot/string.h",
byref.} = object
proc initGodotString(dest: var GodotString) {.
importc: "godot_string_new", header: "godot/string.h".}
proc initGodotString(dest: var GodotString; src: GodotString) {.
importc: "godot_string_new_copy", header: "godot/string.h".}
proc initGodotString(dest: var GodotString; contents: cstring;
size: cint) {.
importc: "godot_string_new_data", header: "godot/string.h".}
## Initializes ``dest`` from UTF-8 ``contents``
proc getData(self: GodotString; dest: cstring;
size: var cint) {.
noSideEffect
importc: "godot_string_get_data",
header: "godot/string.h".}
## Converts ``self`` into UTF-8 encoding, putting the result into ``dest``.
proc len*(self: GodotString): cint {.inline.} =
## Returns the length of string in bytes if it is represented as UTF-8.
getData(self, nil, result)
proc cstring*(self: GodotString): cstring {.
importc: "godot_string_c_str", header: "godot/string.h".}
proc `==`*(self, b: GodotString): bool {.
importc: "godot_string_operator_equal",
header: "godot/string.h".}
proc `<`*(self, b: GodotString): bool {.
importc: "godot_string_operator_less",
header: "godot/string.h".}
proc `&`*(self, b: GodotString): GodotString {.
importc: "godot_string_operator_plus",
header: "godot/string.h".}
proc deinit*(self: var GodotString) {.importc: "godot_string_destroy",
header: "godot/string.h".}
proc `=destroy`(self: GodotString) {.inline.} =
unsafeAddr(self).deinit()
proc `=`(self: var GodotString, other: GodotString) {.inline.} =
initGodotString(self, other)
proc `$`*(self: GodotString): string =
## Converts the ``GodotString`` into Nim string
var length = self.len
result = newStringOfCap(length)
getData(self, addr result[0], length)
result.setLen(length)
assert(result[length] == '\0')
proc toGodotString*(s: string): GodotString {.inline.} =
## Converts the Nim string into ``GodotString``
initGodotString(result, unsafeAddr s[0], cint(s.len + 1))
proc toGodotString*(s: cstring): GodotString {.inline.} =
## Converts the cstring into ``GodotString``
initGodotString(result, s, cint(s.len + 1))

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@ -1,82 +0,0 @@
# Copyright (c) 2017 Xored Software, Inc.
type
Transform* {.importc: "godot_transform", header: "godot/transform.h",
byref.} = object
import godotbase, basis, variant, vector3, strings, plane, rect3
proc initTransform(dest: var Transform) {.
importc: "godot_transform_new_identity", header: "godot/transform.h".}
## Initializes the ``dest`` as identity transform.
proc initTransform(dest: var Transform;
xAxis, yAxis, zAxis, origin: Vector3) {.
importc: "godot_transform_new_with_axis_origin",
header: "godot/transform.h".}
proc initTransform(dest: var Transform; basis: Basis;
origin: Vector3) {.
importc: "godot_transform_new",
header: "godot/transform.h".}
proc initTransform*(): Transform {.inline.} =
initTransform(result)
proc initTransform*(xAxis, yAxis, zAxis,
origin: Vector3): Transform {.inline.} =
initTransform(result, xAxis, yAxis, zAxis, origin)
proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
initTransform(result, basis, origin)
proc basis*(self: Transform): Basis {.
importc: "godot_transform_get_basis", header: "godot/transform.h".}
proc `basis=`*(self: var Transform; v: Basis) {.
importc: "godot_transform_set_basis", header: "godot/transform.h".}
proc origin*(self: Transform): Vector3 {.
importc: "godot_transform_get_origin", header: "godot/transform.h".}
proc `origin=`*(self: var Transform; v: Vector3) {.
importc: "godot_transform_set_origin", header: "godot/transform.h".}
proc toGodotString*(self: Transform): GodotString {.
importc: "godot_transform_as_string", header: "godot/transform.h".}
proc `$`*(self: Transform): string {.inline.} =
$self.toGodotString()
proc inverse*(self: Transform): Transform {.
importc: "godot_transform_inverse", header: "godot/transform.h".}
proc affineInverse*(self: Transform): Transform {.
importc: "godot_transform_affine_inverse",
header: "godot/transform.h".}
proc orthonormalized*(self: Transform): Transform {.
importc: "godot_transform_orthonormalized",
header: "godot/transform.h".}
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.
importc: "godot_transform_rotated", header: "godot/transform.h".}
proc scaled*(self: Transform; scale: Vector3): Transform {.
importc: "godot_transform_scaled", header: "godot/transform.h".}
proc translated*(self: Transform; offset: Vector3): Transform {.
importc: "godot_transform_translated", header: "godot/transform.h".}
proc lookingAt*(self: Transform;
target, up: Vector3): Transform {.
importc: "godot_transform_looking_at", header: "godot/transform.h".}
proc xformPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_plane", header: "godot/transform.h".}
proc xformInvPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_inv_plane", header: "godot/transform.h".}
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_vector3", header: "godot/transform.h".}
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_inv_vector3", header: "godot/transform.h".}
proc xformRect3*(self: Transform; v: Vector3): Rect3 {.
importc: "godot_transform_xform_rect3", header: "godot/transform.h".}
proc xformInvRect3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_inv_rect3", header: "godot/transform.h".}
proc `==`*(self: Transform; b: Transform): bool {.
importc: "godot_transform_operator_equal", header: "godot/transform.h".}
proc `*`*(a, b: Transform): Transform {.
importc: "godot_transform_operator_multiply", header: "godot/transform.h".}
proc `*=`*(a: var Transform, b: Transform) {.inline.} =
a = a * b

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@ -1,92 +1,79 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
type
Transform2D* {.importc: "godot_transform2d", header: "godot/transform2d.h",
byref.} = object
import hashes, vector2
import godotbase, strings, variant, vector2, rect2
proc initTransform2D(dest: var Transform2D) {.
importc: "godot_transform2d_new_identity", header: "godot/transform2d.h".}
proc initTransform2D(dest: var Transform2D; rot: float32; pos: Vector2) {.
importc: "godot_transform2d_new", header: "godot/transform2d.h".}
proc initTransform2D(dest: var Transform2D; xAxis, yAxis, origin: Vector2) {.
importc: "godot_transform2d_new_axis_origin",
header: "godot/transform2d.h".}
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, 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)
getGDNativeAPI().transform2DNewAxisOrigin(result, xAxis, yAxis, origin)
proc toGodotString*(self: Transform2D): GodotString {.
importc: "godot_transform2d_as_string",
header: "godot/transform2d.h".}
proc `$`*(self: Transform2D): string {.inline.} =
$self.toGodotString()
$getGDNativeAPI().transform2DAsString(self)
proc inverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_inverse", header: "godot/transform2d.h".}
proc affineInverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_affine_inverse",
header: "godot/transform2d.h".}
proc rotation*(self: Transform2D): float32 {.
importc: "godot_transform2d_get_rotation",
header: "godot/transform2d.h".}
proc origin*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_origin",
header: "godot/transform2d.h".}
proc scale*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_scale",
header: "godot/transform2d.h".}
proc orthonormalized*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_orthonormalized",
header: "godot/transform2d.h".}
proc rotated*(self: Transform2D; phi: float32): Transform2D {.
importc: "godot_transform2d_rotated",
header: "godot/transform2d.h".}
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.
importc: "godot_transform2d_scaled",
header: "godot/transform2d.h".}
proc translated*(self: Transform2D;
offset: Vector2): Transform2D {.
importc: "godot_transform2d_translated",
header: "godot/transform2d.h".}
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_vector2",
header: "godot/transform2d.h".}
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_inv_vector2",
header: "godot/transform2d.h".}
proc basisXformVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_vector2",
header: "godot/transform2d.h".}
proc basisXformInvVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_inv_vector2",
header: "godot/transform2d.h".}
proc xformRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_rect2", header: "godot/transform2d.h".}
proc xformInvRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_inv_rect2",
header: "godot/transform2d.h".}
proc hash*(self: Transform2D): Hash {.inline, noinit.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
proc inverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DInverse(self).toTransform2D()
proc affineInverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DAffineInverse(self).toTransform2D()
proc rotation*(self: Transform2D): float32 {.inline.} =
getGDNativeAPI().transform2DGetRotation(self)
proc origin*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetOrigin(self).toVector2()
proc scale*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetScale(self).toVector2()
proc orthonormalized*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOrthonormalized(self).toTransform2D()
proc rotated*(self: Transform2D; phi: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DRotated(self, phi).toTransform2D()
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DScaled(self, scale).toTransform2D()
proc translated*(self: Transform2D; offset: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DTranslated(self, offset).toTransform2D()
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformVector2(self, v).toVector2()
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformInvVector2(self, v).toVector2()
proc basisXformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformVector2(self, v).toVector2()
proc basisXformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformInvVector2(self, v).toVector2()
proc xformRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformRect2(self, rect).toRect2()
proc xformInvRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformInvRect2(self, rect).toRect2()
proc interpolateWith*(self, m: Transform2D;
c: float32): Transform2D {.
importc: "godot_transform2d_interpolate_with",
header: "godot/transform2d.h".}
proc `==`*(a, b: Transform2D): bool {.
importc: "godot_transform2d_operator_equal",
header: "godot/transform2d.h".}
proc `*`*(a, b: Transform2D): Transform2D {.
importc: "godot_transform2d_operator_multiply",
header: "godot/transform2d.h".}
c: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DInterpolateWith(self, m, c).toTransform2D()
proc `==`*(a, b: Transform2D): bool {.inline.} =
getGDNativeAPI().transform2DOperatorEqual(a, b)
proc `*`*(a, b: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOperatorMultiply(a, b).toTransform2D()
proc `*=`*(a: var Transform2D, b: Transform2D) {.inline.} =
a = a * b

76
godot/core/transforms.nim Normal file
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@ -0,0 +1,76 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import basis, vector3
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
proc initTransform*(xAxis, yAxis, zAxis,
origin: Vector3): Transform {.inline.} =
var basis: Basis
basis.setAxis(0, xAxis)
basis.setAxis(1, yAxis)
basis.setAxis(2, zAxis)
Transform(basis: basis, origin: origin)
proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
Transform(basis: basis, origin: origin)
proc `$`*(self: Transform): string {.inline.} =
$getGDNativeAPI().transformAsString(self)
proc hash*(self: Transform): Hash {.inline.} =
!$(self.basis.hash() !& self.origin.hash())
proc inverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformInverse(self).toTransform()
proc affineInverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformAffineInverse(self).toTransform()
proc orthonormalized*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformOrthonormalized(self).toTransform()
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.inline.} =
getGDNativeAPI().transformRotated(self, axis, phi).toTransform()
proc scaled*(self: Transform; scale: Vector3): Transform {.inline.} =
getGDNativeAPI().transformScaled(self, scale).toTransform()
proc translated*(self: Transform; offset: Vector3): Transform {.inline.} =
getGDNativeAPI().transformTranslated(self, offset).toTransform()
proc lookingAt*(self: Transform; target, up: Vector3): Transform {.inline.} =
getGDNativeAPI().transformLookingAt(self, target, up).toTransform()
proc xformPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformPlane(self, plane).toPlane()
proc xformInvPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformInvPlane(self, plane).toPlane()
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformVector3(self, v).toVector3()
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformInvVector3(self, v).toVector3()
proc xformAABB*(self: Transform; rect: AABB): AABB {.inline.} =
getGDNativeAPI().transformXformAABB(self, rect).toAABB()
proc xformInvAABB*(self: Transform; rect: AABB): AABB {.inline.} =
getGDNativeAPI().transformXformInvAABB(self, rect).toAABB()
proc `==`*(self: Transform; b: Transform): bool {.inline.} =
getGDNativeAPI().transformOperatorEqual(self, b)
proc `*`*(self, other: Transform): Transform {.inline.} =
getGDNativeAPI().transformOperatorMultiply(self, other).toTransform()
proc `*=`*(self: var Transform, other: Transform) {.inline.} =
self = self * other

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@ -1,291 +0,0 @@
import godotbase
import arrays, basis, nodepath
import plane, poolarray, quat, rect2, rect3, rid
import strings, transform, transform2d, vector2
import vector3, color
type
VariantType* {.importc: "godot_variant_type", header: "godot/variant.h",
size: sizeof(cint), pure.} = enum
Nil, ## atomic types
Bool,
Int,
Real,
String,
# math types
Vector2, ## 5
Rect2,
Vector3,
Transform2D,
Plane,
Quat, ## 10
Rect3,
Basis,
Transform, ## misc types
Color,
NodePath, ## 15
RID,
Object,
Dictionary,
Array, ## 20
# arrays
PoolByteArray,
PoolIntArray,
PoolRealArray,
PoolStringArray,
PoolVector2Array, ## 25
PoolVector3Array,
PoolColorArray
VariantCallErrorType* {.importc: "godot_variant_call_error_error",
header: "godot/variant.h",
size: sizeof(cint),
pure.} = enum
OK,
InvalidMethod,
InvalidArgument,
TooManyArguments,
TooFewArguments,
InstanceIsNull
VariantCallError* {.importc: "godot_variant_call_error",
header: "godot/variant.h".} = object
error* {.importc: "error".}: VariantCallErrorType
argument* {.importc: "argument".}: cint
expected* {.importc: "expected".}: VariantType
proc getType*(p: Variant): VariantType {.
importc: "godot_variant_get_type", header: "godot/variant.h".}
proc initNilVariant(dest: var Variant) {.
importc: "godot_variant_new_nil", header: "godot/variant.h".}
proc initVariant(dest: var Variant; b: bool) {.
importc: "godot_variant_new_bool", header: "godot/variant.h".}
proc initVariant(dest: var Variant; i: uint64) {.
importc: "godot_variant_new_uint", header: "godot/variant.h".}
proc initVariant(dest: var Variant; i: int64) {.
importc: "godot_variant_new_int", header: "godot/variant.h".}
proc initVariant(dest: var Variant; r: cdouble) {.
importc: "godot_variant_new_real", header: "godot/variant.h".}
proc initVariant(dest: var Variant; s: GodotString) {.
importc: "godot_variant_new_string", header: "godot/variant.h".}
proc initVariant(dest: var Variant; v2: Vector2) {.
importc: "godot_variant_new_vector2", header: "godot/variant.h".}
proc initVariant(dest: var Variant; rect2: Rect2) {.
importc: "godot_variant_new_rect2", header: "godot/variant.h".}
proc initVariant(dest: var Variant; v3: Vector3) {.
importc: "godot_variant_new_vector3", header: "godot/variant.h".}
proc initVariant(dest: var Variant; t2d: Transform2D) {.
importc: "godot_variant_new_transform2d",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; plane: Plane) {.
importc: "godot_variant_new_plane", header: "godot/variant.h".}
proc initVariant(dest: var Variant; quat: Quat) {.
importc: "godot_variant_new_quat", header: "godot/variant.h".}
proc initVariant(dest: var Variant; rect3: Rect3) {.
importc: "godot_variant_new_rect3", header: "godot/variant.h".}
proc initVariant(dest: var Variant; basis: Basis) {.
importc: "godot_variant_new_basis", header: "godot/variant.h".}
proc initVariant(dest: var Variant;
trans: Transform) {.
importc: "godot_variant_new_transform",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; color: Color) {.
importc: "godot_variant_new_color", header: "godot/variant.h".}
proc initVariant(dest: var Variant; nodePath: NodePath) {.
importc: "godot_variant_new_node_path",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; rid: RID) {.
importc: "godot_variant_new_rid", header: "godot/variant.h".}
proc initVariant(dest: var Variant; obj: ptr GodotObject) {.
importc: "godot_variant_new_object", header: "godot/variant.h".}
proc initVariant(dest: var Variant; arr: Array) {.
importc: "godot_variant_new_array", header: "godot/variant.h".}
proc initVariant(dest: var Variant; pba: PoolByteArray) {.
importc: "godot_variant_new_pool_byte_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; pia: PoolIntArray) {.
importc: "godot_variant_new_pool_int_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; pra: PoolRealArray) {.
importc: "godot_variant_new_pool_real_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; psa: PoolStringArray) {.
importc: "godot_variant_new_pool_string_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; pv2a: PoolVector2Array) {.
importc: "godot_variant_new_pool_vector2_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; pv3a: PoolVector3Array) {.
importc: "godot_variant_new_pool_vector3_array",
header: "godot/variant.h".}
proc initVariant(dest: var Variant; pca: PoolColorArray) {.
importc: "godot_variant_new_pool_color_array",
header: "godot/variant.h".}
proc variant*(): Variant {.inline.} =
initNilVariant(result)
proc variant*(b: bool): Variant {.inline.} =
initVariant(result, b)
proc variant*(i: uint64): Variant {.inline.} =
initVariant(result, i)
proc variant*(i: int64): Variant {.inline.} =
initVariant(result, i)
proc variant*(r: cdouble): Variant {.inline.} =
initVariant(result, r)
proc variant*(s: GodotString): Variant {.inline.} =
initVariant(result, s)
proc variant*(s: string): Variant {.inline.} =
let godotStr = s.toGodotString()
initVariant(result, godotStr)
proc variant*(v2: Vector2): Variant {.inline.} =
initVariant(result, v2)
proc variant*(rect2: Rect2): Variant {.inline.} =
initVariant(result, rect2)
proc variant*(v3: Vector3): Variant {.inline.} =
initVariant(result, v3)
proc variant*(t2d: Transform2D): Variant {.inline.} =
initVariant(result, t2d)
proc variant*(plane: Plane): Variant {.inline.} =
initVariant(result, plane)
proc variant*(quat: Quat): Variant {.inline.} =
initVariant(result, quat)
proc variant*(rect3: Rect3): Variant {.inline.} =
initVariant(result, rect3)
proc variant*(basis: Basis): Variant {.inline.} =
initVariant(result, basis)
proc variant*(trans: Transform): Variant {.inline.} =
initVariant(result, trans)
proc variant*(color: Color): Variant {.inline.} =
initVariant(result, color)
proc variant*(nodePath: NodePath): Variant {.inline.} =
initVariant(result, nodePath)
proc variant*(rid: RID): Variant {.inline.} =
initVariant(result, rid)
proc variant*(obj: ptr GodotObject): Variant {.inline.} =
initVariant(result, obj)
proc variant*(arr: Array): Variant {.inline.} =
initVariant(result, arr)
proc variant*(pba: PoolByteArray): Variant {.inline.} =
initVariant(result, pba)
proc variant*(pia: PoolIntArray): Variant {.inline.} =
initVariant(result, pia)
proc variant*(pra: PoolRealArray): Variant {.inline.} =
initVariant(result, pra)
proc variant*(psa: PoolStringArray): Variant {.inline.} =
initVariant(result, psa)
proc variant*(pv2a: PoolVector2Array): Variant {.inline.} =
initVariant(result, pv2a)
proc variant*(pv3a: PoolVector3Array): Variant {.inline.} =
initVariant(result, pv3a)
proc variant*(pca: PoolColorArray): Variant {.inline.} =
initVariant(result, pca)
proc asBool*(self: Variant): bool {.
importc: "godot_variant_as_bool", header: "godot/variant.h".}
proc asUint*(self: Variant): uint64 {.
importc: "godot_variant_as_uint", header: "godot/variant.h".}
proc asInt*(self: Variant): int64 {.
importc: "godot_variant_as_int", header: "godot/variant.h".}
proc asReal*(self: Variant): cdouble {.
importc: "godot_variant_as_real", header: "godot/variant.h".}
proc asGodotString*(self: Variant): GodotString {.
importc: "godot_variant_as_string", header: "godot/variant.h".}
proc asString*(self: Variant): string =
let s = self.asGodotString()
result = $s
proc asVector2*(self: Variant): Vector2 {.
importc: "godot_variant_as_vector2", header: "godot/variant.h".}
proc asRect2*(self: Variant): Rect2 {.
importc: "godot_variant_as_rect2", header: "godot/variant.h".}
proc asVector3*(self: Variant): Vector3 {.
importc: "godot_variant_as_vector3", header: "godot/variant.h".}
proc asTransform2D*(self: Variant): Transform2D {.
importc: "godot_variant_as_transform2d", header: "godot/variant.h".}
proc asPlane*(self: Variant): Plane {.
importc: "godot_variant_as_plane", header: "godot/variant.h".}
proc asQuat*(self: Variant): Quat {.
importc: "godot_variant_as_quat", header: "godot/variant.h".}
proc asRect3*(self: Variant): Rect3 {.
importc: "godot_variant_as_rect3", header: "godot/variant.h".}
proc asBasis*(self: Variant): Basis {.
importc: "godot_variant_as_basis", header: "godot/variant.h".}
proc asTransform*(self: Variant): Transform {.
importc: "godot_variant_as_transform", header: "godot/variant.h".}
proc asColor*(self: Variant): Color {.
importc: "godot_variant_as_color", header: "godot/variant.h".}
proc asNodePath*(self: Variant): NodePath {.
importc: "godot_variant_as_node_path", header: "godot/variant.h".}
proc asRid*(self: Variant): RID {.
importc: "godot_variant_as_rid", header: "godot/variant.h".}
proc asObject*(self: Variant): ptr GodotObject {.
importc: "godot_variant_as_object", header: "godot/variant.h".}
proc asArray*(self: Variant): Array {.
importc: "godot_variant_as_array", header: "godot/variant.h".}
proc asPoolByteArray*(self: Variant): PoolByteArray {.
importc: "godot_variant_as_pool_byte_array",
header: "godot/variant.h".}
proc asPoolIntArray*(self: Variant): PoolIntArray {.
importc: "godot_variant_as_pool_int_array",
header: "godot/variant.h".}
proc asPoolRealArray*(self: Variant): PoolRealArray {.
importc: "godot_variant_as_pool_real_array",
header: "godot/variant.h".}
proc asPoolStringArray*(self: Variant): PoolStringArray {.
importc: "godot_variant_as_pool_string_array",
header: "godot/variant.h".}
proc asPoolVector2Array*(self: Variant): PoolVector2Array {.
importc: "godot_variant_as_pool_vector2_array",
header: "godot/variant.h".}
proc asPoolVector3Array*(self: Variant): PoolVector3Array {.
importc: "godot_variant_as_pool_vector3_array",
header: "godot/variant.h".}
proc asPoolColorArray*(self: Variant): PoolColorArray {.
importc: "godot_variant_as_pool_color_array",
header: "godot/variant.h".}
proc call*(self: Variant; meth: GodotString;
args: var array[MAX_ARG_COUNT, Variant]; argCount: cint;
error: var VariantCallError): Variant {.
importc: "godot_variant_call", header: "godot/variant.h".}
proc hasMethod*(self: Variant; meth: GodotString): bool {.
importc: "godot_variant_has_method", header: "godot/variant.h".}
proc `==`*(self, other: Variant): bool {.
importc: "godot_variant_operator_equal", header: "godot/variant.h".}
proc `<`*(self, other: Variant): bool {.
importc: "godot_variant_operator_less", header: "godot/variant.h".}
proc hashCompare*(self, other: Variant): bool {.
importc: "godot_variant_hash_compare", header: "godot/variant.h".}
proc booleanize*(self: Variant; isValid: var bool): bool {.
importc: "godot_variant_booleanize", header: "godot/variant.h".}

308
godot/core/variants.nim Normal file
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import tables, hashes
import godotcoretypes
import internal/godotinternaltypes, internal/godotvariants,
internal/godotstrings, internal/godotdictionaries,
internal/godotarrays
type
Variant* = ref object
godotVariant: GodotVariant
noDeinit: bool # used to avoid copying when passing the variant to Godot
export VariantType, VariantCallErrorType, VariantCallError
proc markNoDeinit*(v: Variant) {.inline.} =
## Makes it so that internal GodotVariant object will not be destroyed
## when the reference is gone. Use only if you know what you are doing.
v.noDeinit = true
proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``v``
addr v.godotVariant
proc getType*(v: Variant): VariantType =
v.godotVariant.getType()
proc variantFinalizer*(v: Variant) =
if not v.noDeinit:
v.godotVariant.deinit()
proc `$`*(self: Variant): string {.inline.} =
$self.godotVariant
proc newVariant*(): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant)
proc newVariant*(v: Variant): Variant {.inline.} =
## Makes a copy
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v.godotVariant)
proc newVariant*(v: GodotVariant): Variant {.inline.} =
new(result, variantFinalizer)
result.godotVariant = v
proc newVariant*(b: bool): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, b)
# resolves Nim call ambiguities well
template numConstructor(T, ConvT) =
proc newVariant*(i: T): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, ConvT(i))
numConstructor(uint8, uint64)
numConstructor(uint16, uint64)
numConstructor(uint32, uint64)
numConstructor(uint64, uint64)
numConstructor(uint, uint64)
numConstructor(int8, int64)
numConstructor(int16, int64)
numConstructor(int32, int64)
numConstructor(int64, int64)
numConstructor(int, int64)
proc newVariant*(r: cdouble): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, r)
proc newVariant*(s: string): Variant {.inline.} =
new(result, variantFinalizer)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotVariant(result.godotVariant)
return
var godotStr = s.toGodotString()
initGodotVariant(result.godotVariant, godotStr)
godotStr.deinit()
import basis, nodepaths
import planes, quats, rect2, aabb, rids
import transforms, transform2d, vector2
import vector3, colors
proc newVariant*(v2: Vector2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v2)
proc newVariant*(rect2: Rect2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rect2)
proc newVariant*(v3: Vector3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v3)
proc newVariant*(t2d: Transform2D): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, t2d)
proc newVariant*(plane: Plane): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, plane)
proc newVariant*(quat: Quat): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, quat)
proc newVariant*(aabb: AABB): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, aabb)
proc newVariant*(basis: Basis): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, basis)
proc newVariant*(trans: Transform): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, trans)
proc newVariant*(color: Color): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, color)
proc newVariant*(nodePath: NodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, nodePath.godotNodePath[])
proc newVariant*(godotNodePath: GodotNodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, godotNodePath)
proc newVariant*(rid: RID): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rid)
proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, obj)
import poolarrays
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pba.godotPoolByteArray[])
proc newVariant*(pia: PoolIntArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pia.godotPoolIntArray[])
proc newVariant*(pra: PoolRealArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pra.godotPoolRealArray[])
proc newVariant*(psa: PoolStringArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, psa.godotPoolStringArray[])
proc newVariant*(pv2a: PoolVector2Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pv2a.godotPoolVector2Array[])
proc newVariant*(pv3a: PoolVector3Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pv3a.godotPoolVector3Array[])
proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pca.godotPoolColorArray[])
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant.asBool()
proc asUInt*(self: Variant): uint64 {.inline.} =
self.godotVariant.asUInt()
proc asInt*(self: Variant): int64 {.inline.} =
self.godotVariant.asInt()
proc asReal*(self: Variant): cdouble {.inline.} =
self.godotVariant.asReal()
proc asString*(self: Variant): string {.inline.} =
$self
proc asVector2*(self: Variant): Vector2 {.inline.} =
self.godotVariant.asVector2()
proc asRect2*(self: Variant): Rect2 {.inline.} =
self.godotVariant.asRect2()
proc asVector3*(self: Variant): Vector3 {.inline.} =
self.godotVariant.asVector3()
proc asTransform2D*(self: Variant): Transform2D {.inline.} =
self.godotVariant.asTransform2D()
proc asPlane*(self: Variant): Plane {.inline.} =
self.godotVariant.asPlane()
proc asQuat*(self: Variant): Quat {.inline.} =
self.godotVariant.asQuat()
proc asAABB*(self: Variant): AABB {.inline.} =
self.godotVariant.asAABB()
proc asBasis*(self: Variant): Basis {.inline.} =
self.godotVariant.asBasis()
proc asTransform*(self: Variant): Transform {.inline.} =
self.godotVariant.asTransform()
proc asColor*(self: Variant): Color {.inline.} =
self.godotVariant.asColor()
proc asNodePath*(self: Variant): NodePath {.inline.} =
result = newNodePath(self.godotVariant.asNodePath())
proc asRID*(self: Variant): RID {.inline.} =
self.godotVariant.asRID()
proc asGodotObject*(self: Variant): ptr GodotObject {.inline.} =
self.godotVariant.asGodotObject()
proc asPoolByteArray*(self: Variant): PoolByteArray {.inline.} =
newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray {.inline.} =
newPoolIntArray(self.godotVariant.asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray {.inline.} =
newPoolRealArray(self.godotVariant.asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray {.inline.} =
newPoolStringArray(self.godotVariant.asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array {.inline.} =
newPoolVector2Array(self.godotVariant.asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array {.inline.} =
newPoolVector3Array(self.godotVariant.asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray {.inline.} =
newPoolColorArray(self.godotVariant.asGodotPoolColorArray())
proc hash*(self: Variant): Hash =
proc objectHash(obj: ptr GodotObject): Hash =
if not obj.isNil: cast[int](obj).hash() else: 0.hash()
result = case self.getType():
of VariantType.Nil: Hash(0)
of VariantType.Bool: self.asBool().hash()
of VariantType.Int: self.asInt().hash()
of VariantType.Real: self.asReal().hash()
of VariantType.String: self.asString().hash()
of VariantType.Vector2: self.asVector2().hash()
of VariantType.Rect2: self.asRect2().hash()
of VariantType.Vector3: self.asVector3().hash()
of VariantType.Transform2D: self.asTransform2D().hash()
of VariantType.Plane: self.asPlane().hash()
of VariantType.Quat: self.asQuat().hash()
of VariantType.AABB: self.asAABB().hash()
of VariantType.Basis: self.asBasis().hash()
of VariantType.Transform: self.asTransform().hash()
of VariantType.Color: self.asColor().hash()
of VariantType.NodePath: self.asNodePath().hash()
of VariantType.RID: self.asRID().hash()
of VariantType.Object: self.asGodotObject().objectHash()
of VariantType.Dictionary: hash(self.godotVariant.asGodotDictionary().godotHash())
of VariantType.Array: hash(self.godotVariant.asGodotArray().godotHash())
of VariantType.PoolByteArray: self.asPoolByteArray().hash()
of VariantType.PoolIntArray: self.asPoolIntArray().hash()
of VariantType.PoolRealArray: self.asPoolRealArray().hash()
of VariantType.PoolStringArray: self.asPoolStringArray().hash()
of VariantType.PoolVector2Array: self.asPoolVector2Array().hash()
of VariantType.PoolVector3Array: self.asPoolVector3Array().hash()
of VariantType.PoolColorArray: self.asPoolColorArray().hash()
import arrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, arr.godotArray[])
proc asArray*(self: Variant): Array {.inline.} =
newArray(self.godotVariant.asGodotArray())
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
result = self.godotVariant.hasMethod(s)
s.deinit()
proc `==`*(self, other: Variant): bool =
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = self.godotVariant == other.godotVariant
proc `<`*(self, other: Variant): bool =
result = self.godotVariant < other.godotVariant
proc hashCompare*(self, other: Variant): bool =
self.godotVariant.hashCompare(other.godotVariant)
proc booleanize*(self: Variant): bool =
self.godotVariant.booleanize()

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@ -1,117 +1,214 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
type
Vector2* {.importc: "godot_vector2", header: "godot/vector2.h",
byref.} = object
import math, godotbase, hashes
import godotbase, strings
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initVector2(dest: var Vector2; x, y: float32) {.
importc: "godot_vector2_new", header: "godot/vector2.h".}
const EPSILON = 0.00001'f32
proc vec2*(x, y: float32): Vector2 {.inline.} =
initVector2(result, x, y)
{.push stackTrace: off.}
proc toGodotString*(self: Vector2): GodotString {.
importc: "godot_vector2_as_string", header: "godot/vector2.h".}
proc `$`*(self: Vector2): string {.inline.} =
$self.toGodotString()
proc vec2*(): Vector2 {.inline, noinit.} =
Vector2()
proc normalized*(self: Vector2): Vector2 {.
importc: "godot_vector2_normalized", header: "godot/vector2.h".}
proc length*(self: Vector2): float32 {.
importc: "godot_vector2_length", header: "godot/vector2.h".}
proc angle*(self: Vector2): float32 {.
importc: "godot_vector2_angle", header: "godot/vector2.h".}
proc lengthSquared*(self: Vector2): float32 {.
importc: "godot_vector2_length_squared", header: "godot/vector2.h".}
proc isNormalized*(self: Vector2): bool {.
importc: "godot_vector2_is_normalized", header: "godot/vector2.h".}
proc distanceTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_to",
header: "godot/vector2.h".}
proc distanceSquaredTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_squared_to",
header: "godot/vector2.h".}
proc angleTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to", header: "godot/vector2.h".}
proc angleToPoint*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to_point",
header: "godot/vector2.h".}
proc lerp*(self, b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_linear_interpolate",
header: "godot/vector2.h".}
proc cubicInterpolate*(self, b, pre_a, post_b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_cubic_interpolate",
header: "godot/vector2.h".}
proc rotated*(self: Vector2; phi: float32): Vector2 {.
importc: "godot_vector2_rotated", header: "godot/vector2.h".}
proc tangent*(self: Vector2): Vector2 {.
importc: "godot_vector2_tangent", header: "godot/vector2.h".}
proc floor*(self: Vector2): Vector2 {.
importc: "godot_vector2_floor", header: "godot/vector2.h".}
proc snapped*(self: Vector2; by: Vector2): Vector2 {.
importc: "godot_vector2_snapped", header: "godot/vector2.h".}
proc aspect*(self: Vector2): float32 {.
importc: "godot_vector2_aspect", header: "godot/vector2.h".}
proc dot*(a, b: Vector2): float32 {.
importc: "godot_vector2_dot", header: "godot/vector2.h".}
proc slide*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_slide", header: "godot/vector2.h".}
proc bounce*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_bounce", header: "godot/vector2.h".}
proc reflect*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_reflect", header: "godot/vector2.h".}
proc abs*(self: Vector2): Vector2 {.
importc: "godot_vector2_abs", header: "godot/vector2.h".}
proc clamped*(self: Vector2; length: float32): Vector2 {.
importc: "godot_vector2_clamped", header: "godot/vector2.h".}
proc vec2*(x, y: float32): Vector2 {.inline, noinit.} =
Vector2(x: x, y: y)
proc `+`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_add", header: "godot/vector2.h".}
proc `+=`*(a: var Vector2, b: Vector2) {.inline.} =
a += b
proc `$`*(self: Vector2): string {.inline, noinit.} =
$getGDNativeAPI().vector2AsString(self)
proc `-`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_substract", header: "godot/vector2.h".}
proc `-=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a - b
proc hash*(self: Vector2): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash())
proc `*`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_multiply_vector",
header: "godot/vector2.h".}
proc `+`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x + other.x, y: self.y + other.y)
proc `*=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a * b
proc `+=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x += other.x
self.y += other.y
proc `*`*(self: Vector2, scalar: float32): Vector2 {.
importc: "godot_vector2_operator_multiply_scalar",
header: "godot/vector2.h".}
proc `*=`*(self: var Vector2, scalar: float32) {.inline.} =
self = self * scalar
proc `-`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x - other.x, y: self.y - other.y)
proc `/`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_divide_vector", header: "godot/vector2.h".}
proc `/=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a / b
proc `-=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x -= other.x
self.y -= other.y
proc `/`*(self: Vector2; scalar: float32): Vector2 {.
importc: "godot_vector2_operator_divide_scalar", header: "godot/vector2.h".}
proc `/=`*(self: var Vector2; scalar: float32) {.inline.} =
proc `*`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x * other.x, y: self.y * other.y)
proc `*=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x *= other.x
self.y *= other.y
proc `*`*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x * scalar, y: self.y * scalar)
proc `*`*(scalar: float32, v: Vector2): Vector2 {.inline, noinit.} =
v * scalar
proc `*=`*(self: var Vector2, scalar: float32) {.inline, noinit.} =
self.x *= scalar
self.y *= scalar
proc `/`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x / other.x, y: self.y / other.y)
proc `/=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x /= other.x
self.y /= other.y
proc `/`*(self: Vector2; scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x / scalar, y: self.y / scalar)
proc `/=`*(self: var Vector2; scalar: float32) {.inline, noinit.} =
self = self / scalar
proc `==`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_equal", header: "godot/vector2.h".}
proc `<`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_less", header: "godot/vector2.h".}
proc `-`*(self: Vector2): Vector2 {.
importc: "godot_vector2_operator_neg", header: "godot/vector2.h".}
proc `==`*(self, other: Vector2): bool {.inline, noinit.} =
self.x == other.x and self.y == other.y
proc `x=`*(self: var Vector2; x: float32) {.
importc: "godot_vector2_set_x", header: "godot/vector2.h".}
proc `y=`*(self: var Vector2; y: float32) {.
importc: "godot_vector2_set_y", header: "godot/vector2.h".}
proc x*(self: Vector2): float32 {.
importc: "godot_vector2_get_x", header: "godot/vector2.h".}
proc y*(self: Vector2): float32 {.
importc: "godot_vector2_get_y", header: "godot/vector2.h".}
proc `<`*(self, other: Vector2): bool {.inline, noinit.} =
if self.x == other.x:
self.y < other.y
else:
self.x < other.x
proc `>`*(self, other: Vector2): bool {.inline, noinit.} =
if self.x == other.x:
self.y > other.y
else:
self.x > other.x
proc `-`*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: -self.x, y: -self.y)
proc length*(self: Vector2): float32 {.inline, noinit.} =
sqrt(self.x * self.x + self.y * self.y)
proc lengthSquared*(self: Vector2): float32 {.inline, noinit.} =
self.x * self.x + self.y * self.y
proc normalize*(self: var Vector2) {.inline.} =
var len = self.x * self.x + self.y * self.y
if len != 0:
len = sqrt(len)
self.x /= len
self.y /= len
proc normalized*(self: Vector2): Vector2 {.inline, noinit.} =
result = self
result.normalize()
proc angle*(self: Vector2): float32 {.inline, noinit.} =
arctan2(self.y, self.x)
proc isNormalized*(self: Vector2): bool {.inline, noinit.} =
isEqualApprox(self.lengthSquared(), 1.0)
proc distanceTo*(self, to: Vector2): float32 {.inline, noinit.} =
sqrt((self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y))
proc distanceSquaredTo*(self, to: Vector2): float32 {.inline, noinit.} =
(self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y)
proc dot*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.x + a.y * b.y
proc cross*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.y - a.y * b.x
proc cross*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: scalar * self.y, y: -scalar * self.x)
proc angleTo*(self, to: Vector2): float32 {.noinit.} =
arctan2(cross(self, to), dot(self, to))
proc angleToPoint*(self, to: Vector2): float32 {.inline, noinit.} =
arctan2(self.y - to.y, self.x - to.x)
proc floor*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: floor(self.x), y: floor(self.y))
proc planeProject*(self: Vector2, d: float32,
vec: Vector2): Vector2 {.noinit.} =
vec - self * (self.dot(vec) - d)
proc project*(self, other: Vector2): Vector2 {.noinit.} =
self * (other.dot(self) / self.dot(self))
proc lerp*(self, b: Vector2; t: float32): Vector2 {.inline, noinit.} =
result = self
result.x += t * (b.x - self.x)
result.y += t * (b.y - self.y)
proc cubicInterpolate*(self, b, preA, postB: Vector2;
t: float32): Vector2 {.noinit.} =
let p0 = preA
let p1 = self
let p2 = b
let p3 = postB
let t2 = t * t
let t3 = t2 * t
result = 0.5'f32 * ((p1 * 2.0'f32)) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3
proc setRotation*(self: var Vector2, radians: float32) {.inline, noinit.} =
self.x = cos(radians)
self.y = sin(radians)
proc rotated*(self: Vector2; phi: float32): Vector2 {.inline, noinit.} =
result.setRotation(phi)
result *= self.length()
proc tangent*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.y, y: -self.x)
proc snapped*(self: Vector2; by: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: stepify(self.x, by.x), y: stepify(self.y, by.y))
proc aspect*(self: Vector2): float32 {.inline, noinit.} =
self.x / self.y
proc slide*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in slide. " & getStackTrace())
return vec2()
result = self - n * self.dot(n)
proc reflect*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in bounce. " & getStackTrace())
return vec2()
result = 2.0 * n * self.dot(n) - self
proc bounce*(self, n: Vector2): Vector2 {.inline, noinit.} =
-self.reflect(n)
proc abs*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: abs(self.x), y: abs(self.y))
proc clamped*(self: Vector2; length: float32): Vector2 {.noinit.} =
let len = self.length()
result = self
if len > 0 and length < len:
result /= len
result *= length
proc moveToward*(vFrom, to: Vector2, delta: float32): Vector2 =
let
vd = to - vFrom
vLen = vd.length
if vLen <= delta or vLen < EPSILON:
result = to
else:
result = vFrom + (vd / vLen) * delta
{.pop.} # stackTrace: off

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@ -1,148 +1,254 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
type
Vector3* {.importc: "godot_vector3", header: "godot/vector3.h",
byref.} = object
import math, hashes
import godotbase, godotcoretypes
import godotbase, basis, strings
const EPSILON = 0.00001'f32
type
Vector3Axis {.importc: "godot_vector3_axis", header: "godot/vector3.h",
size: sizeof(cint), pure.} = enum
X,
Y,
Z
{.push stackTrace: off.}
proc initVector3*(dest: var Vector3; x, y, z: float32) {.
importc: "godot_vector3_new", header: "godot/vector3.h".}
proc vec3*(): Vector3 {.inline.} =
Vector3()
proc vec3*(x, y, z: float32): Vector3 {.inline.} =
initVector3(result, x, y, z)
Vector3(x: x, y: y, z: z)
proc toGodotString*(self: Vector3): GodotString {.
importc: "godot_vector3_as_string", header: "godot/vector3.h".}
proc `$`*(self: Vector3): string {.inline.} =
$self.toGodotString()
result = newStringOfCap(40)
result.add('(')
result.add($self.x)
result.add(", ")
result.add($self.y)
result.add(", ")
result.add($self.z)
result.add(')')
proc minAxis*(self: Vector3): cint {.
importc: "godot_vector3_min_axis", header: "godot/vector3.h".}
proc maxAxis*(self: Vector3): cint {.
importc: "godot_vector3_max_axis", header: "godot/vector3.h".}
proc length*(self: Vector3): float32 {.
importc: "godot_vector3_length", header: "godot/vector3.h".}
proc lengthSquared*(self: Vector3): float32 {.
importc: "godot_vector3_length_squared", header: "godot/vector3.h".}
proc isNormalized*(self: Vector3): bool {.
importc: "godot_vector3_is_normalized", header: "godot/vector3.h".}
proc normalized*(self: Vector3): Vector3 {.
importc: "godot_vector3_normalized", header: "godot/vector3.h".}
proc inverse*(self: Vector3): Vector3 {.
importc: "godot_vector3_inverse", header: "godot/vector3.h".}
proc snapped*(self: Vector3; by: float32): Vector3 {.
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".}
proc lerp*(self: Vector3; b: Vector3; t: float32): Vector3 {.
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".}
proc dot*(a, b: Vector3): float32 {.
importc: "godot_vector3_dot", header: "godot/vector3.h".}
proc cross*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_cross", header: "godot/vector3.h".}
proc outer*(a, b: Vector3): Basis {.
importc: "godot_vector3_outer", header: "godot/vector3.h".}
proc toDiagonalMatrix*(self: Vector3): Basis {.
importc: "godot_vector3_to_diagonal_matrix", header: "godot/vector3.h".}
proc abs*(self: Vector3): Vector3 {.
importc: "godot_vector3_abs", header: "godot/vector3.h".}
proc floor*(self: Vector3): Vector3 {.
importc: "godot_vector3_floor", header: "godot/vector3.h".}
proc ceil*(self: Vector3): Vector3 {.
importc: "godot_vector3_ceil", header: "godot/vector3.h".}
proc distanceTo*(a, b: Vector3): float32 {.
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".}
proc angleTo*(self, to: Vector3): float32 {.
importc: "godot_vector3_angle_to", header: "godot/vector3.h".}
proc slide*(self, n: Vector3): Vector3 {.
importc: "godot_vector3_slide", header: "godot/vector3.h".}
proc bounce*(self, n: Vector3): Vector3 {.
importc: "godot_vector3_bounce", header: "godot/vector3.h".}
proc reflect*(self, b: Vector3): Vector3 {.
importc: "godot_vector3_reflect", header: "godot/vector3.h".}
proc hash*(self: Vector3): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash())
proc `+`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x + b.x
result.y = a.y + b.y
result.z = a.z + b.z
proc `+`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_add", header: "godot/vector3.h".}
proc `+=`*(a: var Vector3, b: Vector3) {.inline.} =
a = a + b
a.x += b.x
a.y += b.y
a.z += b.z
proc `-`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x - b.x
result.y = a.y - b.y
result.z = a.z - b.z
proc `-`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_substract", header: "godot/vector3.h".}
proc `-=`*(a: var Vector3, b: Vector3) {.inline.} =
a = a - b
a.x -= b.x
a.y -= b.y
a.z -= b.z
proc `*`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x * b.x
result.y = a.y * b.y
result.z = a.z * b.z
proc `*`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_multiply_vector",
header: "godot/vector3.h".}
proc `*=`*(a: var Vector3, b: Vector3) {.inline.}=
a = a * b
a.x *= b.x
a.y *= b.y
a.z *= b.z
proc `*`*(a: Vector3; b: float32): Vector3 {.inline.} =
result.x = a.x * b
result.y = a.y * b
result.z = a.z * b
proc `*`*(b: float32; a: Vector3): Vector3 {.inline.} =
a * b
proc `*`*(self: Vector3; b: float32): Vector3 {.
importc: "godot_vector3_operator_multiply_scalar",
header: "godot/vector3.h".}
proc `*=`*(a: var Vector3; b: float32) {.inline.} =
a = a * b
a.x *= b
a.y *= b
a.z *= b
proc `/`*(a, b: Vector3): Vector3 =
result.x = a.x / b.x
result.y = a.y / b.y
result.z = a.z / b.z
proc `/`*(a, b: Vector3): Vector3 {.
importc: "godot_vector3_operator_divide_vector",
header: "godot/vector3.h".}
proc `/=`*(a: var Vector3; b: Vector3) {.inline.} =
a = a / b
a.x /= b.x
a.y /= b.y
a.z /= b.z
proc `/`*(a: Vector3; b: float32): Vector3 =
result.x = a.x / b
result.y = a.y / b
result.z = a.z / b
proc `/`*(self: Vector3; b: float32): Vector3 {.
importc: "godot_vector3_operator_divide_scalar",
header: "godot/vector3.h".}
proc `/=`*(a: var Vector3; b: float32) {.inline.} =
a = a / b
a.x /= b
a.y /= b
a.z /= b
proc `==`*(a, b: Vector3): bool {.
importc: "godot_vector3_operator_equal", header: "godot/vector3.h".}
proc `<`*(a, b: Vector3): bool {.
importc: "godot_vector3_operator_less", header: "godot/vector3.h".}
proc `-`*(self: Vector3): Vector3 {.
importc: "godot_vector3_operator_neg", header: "godot/vector3.h".}
proc `==`*(a, b: Vector3): bool {.inline.} =
a.x == b.x and a.y == b.y and a.z == b.z
proc setAxis(self: var Vector3; axis: Vector3Axis;
val: float32) {.
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".}
proc `<`*(a, b: Vector3): bool =
if a.x == b.x:
if a.y == b.y:
return a.z < b.z
return a.y < b.y
return a.x < b.x
proc `[]`(self: Vector3, idx: range[0..2]): float32 {.inline.} =
self.getAxis(Vector3Axis(idx))
proc `-`*(self: Vector3): Vector3 =
result.x = -self.x
result.y = -self.y
result.z = -self.z
proc `[]=`(self: var Vector3, idx: range[0..2],
val: float32): float32 {.inline.} =
self.setAxis(Vector3Axis(idx), val)
proc `[]`*(self: Vector3, idx: range[0..2]): float32 {.inline.} =
cast[array[3, float32]](self)[idx]
proc x*(self: Vector3): float32 {.inline.} =
self.getAxis(Vector3Axis.X)
proc `[]`*(self: var Vector3, idx: range[0..2]): var float32 {.inline.} =
cast[ptr array[3, float32]](addr self)[][idx]
proc `x=`*(self: var Vector3, val: float32) {.inline.} =
self.setAxis(Vector3Axis.X, val)
proc `[]=`*(self: var Vector3, idx: range[0..2],
val: float32) {.inline.} =
case idx:
of 0: self.x = val
of 1: self.y = val
of 2: self.z = val
proc y*(self: Vector3): float32 {.inline.} =
self.getAxis(Vector3Axis.Y)
proc minAxis*(self: Vector3): int {.inline.} =
if self.x < self.y:
if self.x < self.z: 0 else: 2
else:
if self.y < self.z: 1 else: 2
proc `y=`*(self: var Vector3, val: float32) {.inline.} =
self.setAxis(Vector3Axis.Y, val)
proc maxAxis*(self: Vector3): int {.inline.} =
if self.x < self.y:
if self.y < self.z: 2 else: 1
else:
if self.x < self.z: 2 else: 0
proc z*(self: Vector3): float32 {.inline.} =
self.getAxis(Vector3Axis.Z)
proc length*(self: Vector3): float32 {.inline.} =
let x2 = self.x * self.x
let y2 = self.y * self.y
let z2 = self.z * self.z
proc `z=`*(self: var Vector3, val: float32) {.inline.} =
self.setAxis(Vector3Axis.Z, val)
result = sqrt(x2 + y2 + z2)
proc lengthSquared*(self: Vector3): float32 {.inline.} =
let x2 = self.x * self.x
let y2 = self.y * self.y
let z2 = self.z * self.z
result = x2 + y2 + z2
proc normalize*(self: var Vector3) {.inline.} =
let len = self.length()
if len == 0:
self.x = 0
self.y = 0
self.z = 0
else:
self.x /= len
self.y /= len
self.z /= len
proc normalized*(self: Vector3): Vector3 {.inline.} =
result = self
result.normalize()
proc isNormalized*(self: Vector3): bool {.inline.} =
self.lengthSquared().isEqualApprox(1.0'f32)
proc zero*(self: var Vector3) {.inline.} =
self.x = 0
self.y = 0
self.z = 0
proc inverse*(self: Vector3): Vector3 {.inline.} =
vec3(1.0'f32 / self.x, 1.0'f32 / self.y, 1.0'f32 / self.z)
proc cross*(self, other: Vector3): Vector3 {.inline.} =
vec3(
self.y * other.z - self.z * other.y,
self.z * other.x - self.x * other.z,
self.x * other.y - self.y * other.x)
proc dot*(self, other: Vector3): float32 {.inline.} =
self.x * other.x + self.y * other.y + self.z * other.z
proc abs*(self: Vector3): Vector3 {.inline.} =
vec3(abs(self.x), abs(self.y), abs(self.z))
proc sign*(self: Vector3): Vector3 {.inline.} =
vec3(sign(self.x), sign(self.y), sign(self.z))
proc floor*(self: Vector3): Vector3 {.inline.} =
vec3(floor(self.x), floor(self.y), floor(self.z))
proc ceil*(self: Vector3): Vector3 {.inline.} =
vec3(ceil(self.x), ceil(self.y), ceil(self.z))
proc lerp*(self: Vector3, other: Vector3, t: float32): Vector3 {.inline.} =
vec3(
self.x + t * (other.x - self.x),
self.y + t * (other.y - self.y),
self.z + t * (other.z - self.z)
)
proc distanceTo*(self, other: Vector3): float32 {.inline.} =
(other - self).length()
proc distanceSquaredTo*(self, other: Vector3): float32 {.inline.} =
(other - self).lengthSquared()
proc angleTo*(self, other: Vector3): float32 {.inline.} =
arctan2(self.cross(other).length(), self.dot(other))
proc slide*(self, n: Vector3): Vector3 {.inline.} =
assert(n.isNormalized())
result = self - n * self.dot(n)
proc reflect*(self, n: Vector3): Vector3 {.inline.} =
assert(n.isNormalized())
result = 2.0'f32 * n * self.dot(n) - self
proc bounce*(self, n: Vector3): Vector3 {.inline.} =
-self.reflect(n)
proc snap*(self: var Vector3, other: Vector3) =
self.x = stepify(self.x, other.x)
self.y = stepify(self.y, other.y)
self.z = stepify(self.z, other.z)
proc snapped*(self: Vector3, other: Vector3): Vector3 =
result = self
result.snap(other)
proc cubicInterpolate*(self, b, preA, postB: Vector3;
t: float32): Vector3 =
let p0 = preA
let p1 = self
let p2 = b
let p3 = postB
let t2 = t * t
let t3 = t2 * t
result = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3)
proc moveToward*(vFrom, to: Vector3, delta: float32): Vector3 =
let
vd = to - vFrom
vLen = vd.length
if vLen <= delta or vLen < EPSILON:
result = to
else:
result = vFrom + (vd / vLen) * delta
{.pop.} # stackTrace: off

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# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import core.godotbase, core.godotcore
import core / [strings, vector2, rect2, vector3, transform2d, plane, quat]
import core / [rect3, basis, transform, color, nodepath, rid]
import core / [dictionary, arrays, poolarray, variant]
import core/godotbase, godotinternal
import core/godotcoretypes
import core/vector2, core/rect2, core/vector3, core/transform2d, core/planes,
core/quats
import core/aabb, core/basis, core/transforms, core/colors, core/nodepaths,
core/rids
import core/dictionaries, core/arrays, core/poolarrays, core/variants
import nim / [godotmacros, godotnim]
import nim/godotmacros, nim/godotnim
export godotbase, strings, vector2, rect2, vector3, transform2d, plane, quat,
rect3, basis, transform, color, nodepath, rid, dictionary, arrays,
poolarray, variant
export godotbase, godotcoretypes, vector2, rect2, vector3, transform2d, planes,
quats, aabb, basis, transforms, colors, nodepaths, rids, dictionaries,
arrays, poolarrays, variants
export godotmacros, godotnim
# from godotcore
export print, printWarning, printError
export GodotPropertyHint, GodotPropertyUsage

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--path:"$projectdir"
-d:useRealtimeGc

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# Copyright 2018 Xored Software, Inc.
import internal/godotinternaltypes, internal/godotarrays,
internal/godotnodepaths, internal/godotpoolarrays, internal/godotstrings,
internal/godotvariants, internal/godotdictionaries
import gdnativeapi
export godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
godotstrings, godotvariants, godotdictionaries
proc getMethod*(className: cstring;
methodName: cstring): ptr GodotMethodBind {.inline.} =
getGDNativeAPI().methodBindGetMethod(className, methodName)
proc ptrCall*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, pointer];
ret: pointer) {.inline.} =
getGDNativeAPI().methodBindPtrCall(methodBind, instance, args, ret)
proc call*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, ptr GodotVariant]; argCount: cint;
callError: var VariantCallError): GodotVariant {.inline.} =
getGDNativeAPI().methodBindCall(
methodBind, instance, args, argCount, callError)
proc nativeScriptRegisterClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterClass(
libHandle, name, base, createFunc, destroyFunc)
proc nativeScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterToolClass(
libHandle, name, base, createFunc, destroyFunc)
proc nativeScriptRegisterMethod*(libHandle: pointer;
name: cstring; function_name: cstring;
attr: GodotMethodAttributes;
meth: GodotInstanceMethod) {.inline.} =
getGDNativeAPI().nativeScriptRegisterMethod(
libHandle, name, functionName, attr, meth)
proc nativeScriptRegisterProperty*(libHandle: pointer;
name, path: cstring;
attr: ptr GodotPropertyAttributes;
setFunc: GodotPropertySetFunc;
getFunc: GodotPropertyGetFunc) {.inline.} =
getGDNativeAPI().nativeScriptRegisterProperty(
libHandle, name, path, attr, setFunc, getFunc)
proc nativeScriptRegisterSignal*(libHandle: pointer; name: cstring;
signal: GodotSignal) {.inline.} =
getGDNativeAPI().nativeScriptRegisterSignal(libHandle, name, signal)
proc getUserdata*(instance: ptr GodotObject): pointer {.inline.} =
getGDNativeAPI().nativeScriptGetUserdata(instance)
proc getClassConstructor*(className: cstring): GodotClassConstructor
{.inline.} =
getGDNativeAPI().getClassConstructor(className)
proc deinit*(o: ptr GodotObject) {.inline.} =
getGDNativeAPI().objectDestroy(o)
# print using Godot's error handler list
proc godotPrintError*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printError(description, function, file, line)
proc godotPrintWarning*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printWarning(description, function, file, line)
proc godotPrint*(message: GodotString) {.inline.} =
getGDNativeAPI().print(message)
var getClassMethodBind: ptr GodotMethodBind
proc getClassName*(o: ptr GodotObject): string =
if getClassMethodBind.isNil:
getClassMethodBind = getMethod(cstring"Object", cstring"get_class")
var ret: GodotString
getClassMethodBind.ptrCall(o, nil, addr ret)
result = $ret
deinit(ret)
if result.len > 2 and result[^2] == 'S' and result[^1] == 'W':
# There are physics type not known by ClassDB
result = result[0..result.len-3]
proc getClassNameRaw*(o: ptr GodotObject): GodotString =
if getClassMethodBind.isNil:
getClassMethodBind = getMethod(cstring"Object", cstring"get_class")
getClassMethodBind.ptrCall(o, nil, addr result)
proc getGodotSingleton*(name: cstring): ptr GodotObject {.inline.} =
getGDNativeAPI().globalGetSingleton(name)
# System Functions
proc godotAlloc*(bytes: cint): pointer {.inline.} =
## Allocates the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().alloc(bytes)
proc godotRealloc*(p: pointer; bytes: cint): pointer {.inline.} =
## Reallocates the pointer for the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().realloc(p, bytes)
proc godotFree*(p: pointer) {.inline.} =
## Frees the memory pointed to by the pointer.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().free(p)

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# Copyright 2019 Xored Software, Inc.
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
import macros, sets
proc strVal(n: NimNode): string {.used.} =
case n.kind
of nnkIdent:
$n.ident
of nnkSym:
$n.symbol
else:
macros.strVal(n)
proc toHashSet[A](keys: openArray[A]): HashSet[A] {.inline, used.} =
toSet(keys)
proc initHashSet[A](): HashSet[A] {.inline, used.} =
initSet[A]()

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi, core/godotcoretypes
proc len*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arraySize(self)
import hashes
proc initGodotArray*(dest: var GodotArray) {.inline.} =
getGDNativeAPI().arrayNew(dest)
proc initGodotArray*(dest: var GodotArray;
pca: GodotPoolColorArray) {.inline.} =
getGDNativeAPI().arrayNewPoolColorArray(dest, pca)
proc initGodotArray*(dest: var GodotArray;
pv3a: GodotPoolVector3Array) {.inline.} =
getGDNativeAPI().arrayNewPoolVector3Array(dest, pv3a)
proc initGodotArray*(dest: var GodotArray;
pv2a: GodotPoolVector2Array) {.inline.} =
getGDNativeAPI().arrayNewPoolVector2Array(dest, pv2a)
proc initGodotArray*(dest: var GodotArray;
psa: GodotPoolStringArray) {.inline.} =
getGDNativeAPI().arrayNewPoolStringArray(dest, psa)
proc initGodotArray*(dest: var GodotArray;
pra: GodotPoolRealArray) {.inline.} =
getGDNativeAPI().arrayNewPoolRealArray(dest, pra)
proc initGodotArray*(dest: var GodotArray;
pia: GodotPoolIntArray) {.inline.} =
getGDNativeAPI().arrayNewPoolIntArray(dest, pia)
proc initGodotArray*(dest: var GodotArray;
pba: GodotPoolByteArray) {.inline.} =
getGDNativeAPI().arrayNewPoolByteArray(dest, pba)
proc initGodotArray*(dest: var GodotArray; src: GodotArray) {.inline.} =
getGDNativeAPI().arrayNewCopy(dest, src)
proc deinit*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayDestroy(self)
proc `[]=`*(self: var GodotArray; idx: cint; value: GodotVariant) {.inline.} =
getGDNativeAPI().arraySet(self, idx, value)
proc `[]`*(self: GodotArray; idx: cint): GodotVariant {.inline.} =
getGDNativeAPI().arrayGet(self, idx)
proc mget*(self: var GodotArray; idx: cint): ptr GodotVariant {.inline.} =
getGDNativeAPI().arrayOperatorIndex(self, idx)
proc add*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushBack(self, value)
proc clear*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayClear(self)
proc count*(self: GodotArray; value: GodotVariant): cint {.inline.} =
getGDNativeAPI().arrayCount(self, value)
proc isEmpty*(self: GodotArray): bool {.inline.} =
getGDNativeAPI().arrayEmpty(self)
proc erase*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayErase(self, value)
proc first*(self: GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayFront(self)
proc last*(self: GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayBack(self)
proc find*(self: GodotArray; what: GodotVariant;
fromIdx: cint): cint {.inline.} =
getGDNativeAPI().arrayFind(self, what, fromIdx)
proc findLast*(self: GodotArray; what: GodotVariant): cint {.inline.} =
getGDNativeAPI().arrayFindLast(self, what)
proc contains*(self: GodotArray; value: GodotVariant): bool {.inline.} =
getGDNativeAPI().arrayHas(self, value)
proc godotHash*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arrayHash(self)
proc hash*(self: GodotArray): Hash {.inline.} =
hash(godotHash(self))
proc insert*(self: var GodotArray; pos: cint;
value: GodotVariant): Error {.discardable, inline.} =
getGDNativeAPI().arrayInsert(self, pos, value)
proc reverse*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayInvert(self)
proc popLast*(self: var GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayPopBack(self)
proc popFirst*(self: var GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayPopFront(self)
proc addLast*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushBack(self, value)
proc addFirst*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushFront(self, value)
proc delete*(self: var GodotArray; idx: cint) {.inline.} =
getGDNativeAPI().arrayRemove(self, idx)
proc setLen*(self: var GodotArray; size: cint) {.inline.} =
getGDNativeAPI().arrayResize(self, size)
proc rfind*(self: GodotArray; what: GodotVariant;
fromIdx: cint): cint {.inline.} =
getGDNativeAPI().arrayRFind(self, what, fromIdx)
proc sort*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arraySort(self)
proc sortCustom*(self: var GodotArray; obj: ptr GodotObject;
funcName: GodotString) {.inline.} =
getGDNativeAPI().arraySortCustom(self, obj, funcName)
proc binarySearch*(self: var GodotArray, val: ptr GodotVariant,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearch(self, val, before)
proc binarySearchCustom*(self: var GodotArray, val: ptr GodotVariant,
obj: ptr GodotObject, funcName: GodotString,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearchCustom(self, val, obj, funcName, before)
iterator items*(self: GodotArray): GodotVariant =
for i in 0.cint..<self.len:
yield self[i]
iterator mitems*(self: var GodotArray): var GodotVariant =
for i in 0.cint..<self.len:
yield self.mget(i)[]
iterator pairs*(self: GodotArray): tuple[key: cint, val: GodotVariant] =
for i in 0.cint..<self.len:
yield (i, self[i])
iterator mpairs*(self: var GodotArray): tuple[key: cint,
val: var GodotVariant] =
for i in 0.cint..<self.len:
yield (i, self.mget(i)[])
proc `$`*(self: GodotArray): string =
result = newStringOfCap(32)
result.add('[')
for item in self:
if result.len > 1:
result.add(", ")
result.add($item)
result.add(']')

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotDictionary*(dest: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNew(dest)
proc initGodotDictionary*(dest: var GodotDictionary;
src: GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNewCopy(dest, src)
proc deinit*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryDestroy(self)
proc len*(self: GodotDictionary): cint {.inline.} =
getGDNativeAPI().dictionarySize(self)
proc isEmpty*(self: GodotDictionary): bool {.inline.} =
getGDNativeAPI().dictionaryEmpty(self)
proc clear*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryClear(self)
proc contains*(self: GodotDictionary; key: GodotVariant): bool {.inline.} =
getGDNativeAPI().dictionaryHas(self, key)
proc contains*(self: GodotDictionary; keys: GodotArray): bool {.inline.} =
getGDNativeAPI().dictionaryHasAll(self, keys)
proc del*(self: var GodotDictionary; key: GodotVariant) {.inline.} =
getGDNativeAPI().dictionaryErase(self, key)
proc godotHash*(self: GodotDictionary): cint {.inline.} =
getGDNativeAPI().dictionaryHash(self, )
proc keys*(self: GodotDictionary): GodotArray {.inline.} =
getGDNativeAPI().dictionaryKeys(self)
proc values*(self: GodotDictionary): GodotArray {.inline.} =
getGDNativeAPI().dictionaryValues(self)
proc `[]`*(self: GodotDictionary; key: GodotVariant): GodotVariant {.inline.} =
getGDNativeAPI().dictionaryGet(self, key)
proc `[]=`*(self: var GodotDictionary; key, value: GodotVariant) {.inline.} =
getGDNativeAPI().dictionarySet(self, key, value)
proc mget*(self: var GodotDictionary;
key: GodotVariant): ptr GodotVariant {.inline.} =
getGDNativeAPI().dictionaryOperatorIndex(self, key)
proc `==`*(self, other: GodotDictionary): bool {.inline.} =
getGDNativeAPI().dictionaryOperatorEqual(self, other)
proc toJson*(self: GodotDictionary): GodotString {.inline.} =
getGDNativeAPI().dictionaryToJson(self)

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# Copyright 2018 Xored Software, Inc.
const MAX_ARG_COUNT* = 256
type
GodotArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotDictionary* {.byref.} = object
data: array[sizeof(int), byte]
GodotNodePath* {.byref.} = object
data: array[sizeof(int), byte]
GodotObject* = object
GodotPoolByteArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolByteArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolByteArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolIntArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolIntArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolIntArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolRealArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolRealArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolRealArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolStringArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolStringArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolStringArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector2Array* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolVector2ArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector2ArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector3Array* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolVector3ArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector3ArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolColorArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolColorArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolColorArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotString* {.byref.} = object
data: array[sizeof(int), byte]
cwchar_t* {.importc: "wchar_t", nodecl.} = object
GodotCharString* {.byref.} = object
data: array[sizeof(int), byte]
VariantType* {.size: sizeof(cint), pure.} = enum
Nil, ## atomic types
Bool,
Int,
Real,
String,
# math types
Vector2, ## 5
Rect2,
Vector3,
Transform2D,
Plane,
Quat, ## 10
AABB,
Basis,
Transform, ## misc types
Color,
NodePath, ## 15
RID,
Object,
Dictionary,
Array, ## 20
# arrays
PoolByteArray,
PoolIntArray,
PoolRealArray,
PoolStringArray,
PoolVector2Array, ## 25
PoolVector3Array,
PoolColorArray
VariantCallErrorType* {.size: sizeof(cint), pure.} = enum
OK,
InvalidMethod,
InvalidArgument,
TooManyArguments,
TooFewArguments,
InstanceIsNull
VariantCallError* = object
error*: VariantCallErrorType
argument*: cint
expected*: VariantType
GodotVariant* {.byref.} = object
data: array[2, int64]
data2: int
type GodotMethodBind* = object
type
GDNativeAPIVersion* = object
major*: cuint
minor*: cuint
GDNativeInitOptions* = object
inEditor*: bool
coreApiHash*: uint64
editorApiHash*: uint64
noApiHash*: uint64
reportVersionMismatch*: proc (library: ptr GodotObject, extension: cstring,
want: GDNativeAPIVersion, have: GDNativeAPIVersion) {.noconv.}
reportLoadingError*: proc (library: ptr GodotObject, what: cstring) {.noconv.}
gdNativeLibrary*: ptr GodotObject
gdNativeAPIStruct*: pointer
activeLibraryPath*: ptr GodotString
GDNativeTerminateOptions* = object
inEditor*: bool
GodotMethodRPCMode* {.size: sizeof(cint), pure.} = enum
Disabled,
Remote,
Sync,
Master,
Slave
GodotMethodAttributes* = object
rpcMode*: GodotMethodRPCMode
GodotPropertyHint* {.size: sizeof(cint), pure.} = enum
None, ## no hint provided.
Range, ## hint_text = "min,max,step,slider; // slider is optional"
ExpRange, ## hint_text = "min,max,step", exponential edit
Enum, ## hint_text= "val1,val2,val3,etc"
ExpEasing, ## exponential easing funciton (Math::ease)
Length, ## hint_text= "length" (as integer)
SpriteFrame,
KeyAccel, ## hint_text= "length" (as integer)
Flags, ## hint_text= "flag1,flag2,etc" (as bit flags)
Layers2DRender,
Layers2DPhysics,
Layers3DRender,
Layers3DPhysics,
File, ## a file path must be passed, hint_text (optionally)
## is a filter "*.png,*.wav,*.doc,"
Dir, ## a directort path must be passed
GlobalFile, ## a file path must be passed, hint_text (optionally) is a
## filter "*.png,*.wav,*.doc,"
GlobalDir, ## a directort path must be passed
ResourceType, ## a resource object type
MultilineText, ## used for string properties that can contain multiple lines
ColorNoAlpha, ## used for ignoring alpha component when editing a color
ImageCompressLossy,
ImageCompressLossless,
ObjectId,
TypeString, ## a type string, the hint is the base type to choose
NodePathToEditedNode, ## so something else can provide this
## (used in scripts)
MethodOfVariantType, ## a method of a type
MethodOfBaseType, ## a method of a base type
MethodOfInstance, ## a method of an instance
MethodOfScript, ## a method of a script & base
PropertyOfVariantType, ## a property of a type
PropertyOfBaseType, ## a property of a base type
PropertyOfInstance, ## a property of an instance
PropertyOfScript, ## a property of a script & base
PropertyHintMax
const
GODOT_PROPERTY_USAGE_STORAGE_VALUE = 1.cint
GODOT_PROPERTY_USAGE_EDITOR_VALUE = 2.cint
GODOT_PROPERTY_USAGE_NETWORK_VALUE = 4.cint
GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE = 8.cint
GODOT_PROPERTY_USAGE_CHECKABLE_VALUE = 16.cint
GODOT_PROPERTY_USAGE_CHECKED_VALUE = 32.cint
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE = 64.cint
GODOT_PROPERTY_USAGE_GROUP_VALUE = 128.cint
GODOT_PROPERTY_USAGE_CATEGORY_VALUE = 256.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE = 512.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE = 1024.cint
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE = 2048.cint
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE = 4096.cint
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE = 8192.cint
GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE = 16384.cint
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE = 32768.cint
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE = 65536.cint
GODOT_PROPERTY_USAGE_DEFAULT_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_EDITOR_VALUE or
GODOT_PROPERTY_USAGE_NETWORK_VALUE
GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or
GODOT_PROPERTY_USAGE_EDITOR_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE or
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
GODOT_PROPERTY_USAGE_NOEDITOR_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE
type
GodotPropertyUsage* {.size: sizeof(cint), pure.} = enum
Storage = GODOT_PROPERTY_USAGE_STORAGE_VALUE
Editor = GODOT_PROPERTY_USAGE_EDITOR_VALUE
Network = GODOT_PROPERTY_USAGE_NETWORK_VALUE
NoEditor = GODOT_PROPERTY_USAGE_NOEDITOR_VALUE
Default = GODOT_PROPERTY_USAGE_DEFAULT_VALUE
EditorHelper = GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE
Checkable = GODOT_PROPERTY_USAGE_CHECKABLE_VALUE
## used for editing global variables
Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE
## used for editing global variables
Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
## hint for internationalized strings
DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE
Group = GODOT_PROPERTY_USAGE_GROUP_VALUE
## used for grouping props in the editor
Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE
NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE
## only store if nonzero
NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE
## only store if false
NoInstanceState = GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE
RestartIfChanged = GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE
ScriptVariable = GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE
StoreIfNull = GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE
AnimateAsTrigger = GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE
UpdateAllIfModified = GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE
GodotPropertyAttributes* {.bycopy.} = object
rsetType*: GodotMethodRPCMode
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: cint
defaultValue*: GodotVariant
GodotInstanceCreateFunc* {.bycopy.} = object
createFunc*:
proc (obj: ptr GodotObject; methodData: pointer): pointer {.noconv.}
## returns user data
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotInstanceDestroyFunc* {.bycopy.} = object
destroyFunc*:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer) {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotInstanceMethod* {.bycopy.} = object
meth*:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer; numArgs: cint;
args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
GodotVariant {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotPropertySetFunc* {.bycopy.} = object
setFunc*: proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer; value: GodotVariant) {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotPropertyGetFunc* {.bycopy.} = object
getFunc*: proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer): GodotVariant {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotSignalArgument* {.bycopy.} = object
name*: GodotString
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: cint
defaultValue*: GodotVariant
GodotSignal* = object
name*: GodotString
numArgs*: cint
args*: ptr GodotSignalArgument
numDefaultArgs*: cint
defaultArgs*: ptr GodotVariant
GodotClassConstructor* = proc (): ptr GodotObject {.
noconv, gcsafe, locks: 0, raises: [], tags: [].}
template offset*[T](p: ptr T, offset: int): ptr T =
cast[ptr T](cast[ByteAddress](p) +% (offset * sizeof(T)))

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# Copyright 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.inline.} =
getGDNativeAPI().nodePathNew(dest, s)
proc initGodotNodePath*(dest: var GodotNodePath;
src: GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathNewCopy(dest, src)
proc deinit*(self: var GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathDestroy(self)
proc toGodotString*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathAsString(self)
proc isAbsolute*(self: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathIsAbsolute(self)
proc nameCount*(self: GodotNodePath): cint {.inline.} =
getGDNativeAPI().nodePathGetNameCount(self)
proc getName*(self: GodotNodePath; idx: cint): GodotString {.inline.} =
getGDNativeAPI().nodePathGetName(self, idx)
proc subnameCount*(self: GodotNodePath): cint {.inline.} =
getGDNativeAPI().nodePathGetSubnameCount(self)
proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.inline.} =
getGDNativeAPI().nodePathGetSubname(self, idx)
proc getConcatenatedSubnames*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathGetConcatenatedSubnames(self)
proc isEmpty*(self: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathIsEmpty(self)
proc `==`*(a, b: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathOperatorEqual(a, b)

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
import core/godotcoretypes
template genPoolArrayAPI(ArrayT, initIdent, DataT,
newProc, newCopyProc, newWithArrayProc, appendProc,
appendArrayProc, insertProc, invertProc, pushBackProc,
removeProc, resizeProc, setProc, getProc, sizeProc,
destroyProc, readProc, writeProc,
readAccessPtrProc, writeAccessPtrProc,
readAccessDestroyProc, writeAccessDestroyProc) =
proc initIdent*(dest: var ArrayT) {.inline.} =
getGDNativeAPI().newProc(dest)
proc initIdent*(dest: var ArrayT; src: ArrayT) {.inline.} =
getGDNativeAPI().newCopyProc(dest, src)
proc initIdent*(dest: var ArrayT; arr: GodotArray) {.inline.} =
getGDNativeAPI().newWithArrayProc(dest, arr)
proc deinit*(self: var ArrayT) {.inline.} =
getGDNativeAPI().destroyProc(self)
proc add*(self: var ArrayT; data: DataT) {.inline.} =
getGDNativeAPI().pushBackProc(self, data)
proc add*(self: var ArrayT; arr: ArrayT) {.inline.} =
getGDNativeAPI().appendArrayProc(self, arr)
proc insert*(self: var ArrayT; idx: cint;
data: DataT): Error {.inline.} =
getGDNativeAPI().insertProc(self, idx, data)
proc delete*(self: var ArrayT; idx: cint) {.inline.} =
getGDNativeAPI().removeProc(self, idx)
proc reverse*(self: var ArrayT) {.inline.} =
getGDNativeAPI().invertProc(self)
proc setLen*(self: var ArrayT; size: cint) {.inline.} =
getGDNativeAPI().resizeProc(self, size)
proc `[]=`*(self: var ArrayT; idx: cint; data: DataT) {.inline.} =
getGDNativeAPI().setProc(self, idx, data)
proc `[]`*(self: ArrayT; idx: cint): DataT {.inline.} =
let data = getGDNativeAPI().getProc(self, idx)
when DataT is Color:
data.toColor()
elif DataT is Vector2:
data.toVector2()
elif DataT is Vector3:
data.toVector3()
else:
data
proc len*(self: ArrayT): cint {.inline.} =
getGDNativeAPI().sizeProc(self)
iterator items*(self: ArrayT): DataT =
let readAccess = getGDNativeAPI().readProc(self)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess)
for i in 0.cint..<self.len:
yield readPtr.offset(i)[]
getGDNativeAPI().readAccessDestroyProc(readAccess)
iterator mitems*(self: var ArrayT): var DataT =
let writeAccess = getGDNativeAPI().writeProc(self)
let writePtr = getGDNativeAPI().writeAccessPtrProc(writeAccess)
for i in 0.cint..<self.len:
yield writePtr.offset(i)[]
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
iterator pairs*(self: ArrayT): tuple[key: cint, val: DataT] =
let readAccess = getGDNativeAPI().readProc(self)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess)
for i in 0.cint..<self.len:
yield (i, readPtr.offset(i)[])
getGDNativeAPI().readAccessDestroyProc(readAccess)
iterator mpairs*(self: var ArrayT): tuple[key: cint, val: var DataT] =
let writeAccess = getGDNativeAPI().writeProc(self)
let writePtr = getGDNativeAPI().writeAccessPtrProc(writeAccess)
for i in 0.cint..<self.len:
yield (i, writePtr.offset(i)[])
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
proc subarray*(self: ArrayT, idxFrom, idxTo: cint): ArrayT =
## Indexes are inclusive, negative values count from the end of the array.
let ownLen = self.len
var actualIdxFrom = if idxFrom < 0: idxFrom + ownLen
else: idxFrom
var actualIdxTo = if idxTo < 0: idxTo + ownLen
else: idxTo
initIdent(result)
if actualIdxFrom < 0 or actualIdxFrom >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray begin index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
if actualIdxTo < 0 or actualIdxTo >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray end index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
let span = actualIdxTo - actualIdxFrom + 1
result.setLen(span)
let readAccess = getGDNativeAPI().readProc(self)
let writeAccess = getGDNativeAPI().writeProc(result)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess).offset(actualIdxFrom)
copyMem(getGDNativeAPI().writeAccessPtrProc(writeAccess), readPtr, span)
getGDNativeAPI().readAccessDestroyProc(readAccess)
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
genPoolArrayAPI(GodotPoolByteArray, initGodotPoolByteArray, byte,
poolByteArrayNew,
poolByteArrayNewCopy,
poolByteArrayNewWithArray,
poolByteArrayAppend,
poolByteArrayAppendArray,
poolByteArrayInsert,
poolByteArrayInvert,
poolByteArrayPushBack,
poolByteArrayRemove,
poolByteArrayResize,
poolByteArraySet,
poolByteArrayGet,
poolByteArraySize,
poolByteArrayDestroy,
poolByteArrayRead,
poolByteArrayWrite,
poolByteArrayReadAccessPtr,
poolByteArrayWriteAccessPtr,
poolByteArrayReadAccessDestroy,
poolByteArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolIntArray, initGodotPoolIntArray, cint,
poolIntArrayNew,
poolIntArrayNewCopy,
poolIntArrayNewWithArray,
poolIntArrayAppend,
poolIntArrayAppendArray,
poolIntArrayInsert,
poolIntArrayInvert,
poolIntArrayPushBack,
poolIntArrayRemove,
poolIntArrayResize,
poolIntArraySet,
poolIntArrayGet,
poolIntArraySize,
poolIntArrayDestroy,
poolIntArrayRead,
poolIntArrayWrite,
poolIntArrayReadAccessPtr,
poolIntArrayWriteAccessPtr,
poolIntArrayReadAccessDestroy,
poolIntArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolRealArray, initGodotPoolRealArray, float32,
poolRealArrayNew,
poolRealArrayNewCopy,
poolRealArrayNewWithArray,
poolRealArrayAppend,
poolRealArrayAppendArray,
poolRealArrayInsert,
poolRealArrayInvert,
poolRealArrayPushBack,
poolRealArrayRemove,
poolRealArrayResize,
poolRealArraySet,
poolRealArrayGet,
poolRealArraySize,
poolRealArrayDestroy,
poolRealArrayRead,
poolRealArrayWrite,
poolRealArrayReadAccessPtr,
poolRealArrayWriteAccessPtr,
poolRealArrayReadAccessDestroy,
poolRealArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolStringArray, initGodotPoolStringArray, GodotString,
poolStringArrayNew,
poolStringArrayNewCopy,
poolStringArrayNewWithArray,
poolStringArrayAppend,
poolStringArrayAppendArray,
poolStringArrayInsert,
poolStringArrayInvert,
poolStringArrayPushBack,
poolStringArrayRemove,
poolStringArrayResize,
poolStringArraySet,
poolStringArrayGet,
poolStringArraySize,
poolStringArrayDestroy,
poolStringArrayRead,
poolStringArrayWrite,
poolStringArrayReadAccessPtr,
poolStringArrayWriteAccessPtr,
poolStringArrayReadAccessDestroy,
poolStringArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector2Array, initGodotPoolVector2Array, Vector2,
poolVector2ArrayNew,
poolVector2ArrayNewCopy,
poolVector2ArrayNewWithArray,
poolVector2ArrayAppend,
poolVector2ArrayAppendArray,
poolVector2ArrayInsert,
poolVector2ArrayInvert,
poolVector2ArrayPushBack,
poolVector2ArrayRemove,
poolVector2ArrayResize,
poolVector2ArraySet,
poolVector2ArrayGet,
poolVector2ArraySize,
poolVector2ArrayDestroy,
poolVector2ArrayRead,
poolVector2ArrayWrite,
poolVector2ArrayReadAccessPtr,
poolVector2ArrayWriteAccessPtr,
poolVector2ArrayReadAccessDestroy,
poolVector2ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector3Array, initGodotPoolVector3Array, Vector3,
poolVector3ArrayNew,
poolVector3ArrayNewCopy,
poolVector3ArrayNewWithArray,
poolVector3ArrayAppend,
poolVector3ArrayAppendArray,
poolVector3ArrayInsert,
poolVector3ArrayInvert,
poolVector3ArrayPushBack,
poolVector3ArrayRemove,
poolVector3ArrayResize,
poolVector3ArraySet,
poolVector3ArrayGet,
poolVector3ArraySize,
poolVector3ArrayDestroy,
poolVector3ArrayRead,
poolVector3ArrayWrite,
poolVector3ArrayReadAccessPtr,
poolVector3ArrayWriteAccessPtr,
poolVector3ArrayReadAccessDestroy,
poolVector3ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolColorArray, initGodotPoolColorArray, Color,
poolColorArrayNew,
poolColorArrayNewCopy,
poolColorArrayNewWithArray,
poolColorArrayAppend,
poolColorArrayAppendArray,
poolColorArrayInsert,
poolColorArrayInvert,
poolColorArrayPushBack,
poolColorArrayRemove,
poolColorArrayResize,
poolColorArraySet,
poolColorArrayGet,
poolColorArraySize,
poolColorArrayDestroy,
poolColorArrayRead,
poolColorArrayWrite,
poolColorArrayReadAccessPtr,
poolColorArrayWriteAccessPtr,
poolColorArrayReadAccessDestroy,
poolColorArrayWriteAccessDestroy)

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotString(dest: var GodotString) {.inline, raises: [].} =
getGDNativeAPI().stringNew(dest)
proc initGodotString(dest: var GodotString; contents: cstring;
size: cint) {.inline.} =
## Initializes ``dest`` from UTF-8 ``contents``
dest = getGDNativeAPI().stringCharsToUtf8WithLen(contents, size)
proc `==`*(self, b: GodotString): bool {.inline.} =
getGDNativeAPI().stringOperatorEqual(self, b)
proc `<`*(self, b: GodotString): bool {.inline.} =
getGDNativeAPI().stringOperatorLess(self, b)
proc `&`*(self, b: GodotString): GodotString {.inline.} =
getGDNativeAPI().stringOperatorPlus(self, b)
proc deinit*(self: var GodotString) {.inline.} =
getGDNativeAPI().stringDestroy(self)
proc len*(self: GodotString): cint {.inline.} =
getGDNativeAPI().stringLength(self)
proc dataPtr*(self: GodotString): ptr cwchar_t {.inline.} =
getGDNativeAPI().stringWideStr(self)
proc `$`*(self: GodotString): string =
## Converts the ``GodotString`` into Nim string
var charStr = getGDNativeAPI().stringUtf8(self)
let length = getGDNativeAPI().charStringLength(charStr)
result = newString(length)
copyMem(addr result[0], getGDNativeAPI().charStringGetData(charStr), length)
getGDNativeAPI().charStringDestroy(charStr)
proc toGodotString*(s: string): GodotString {.inline.} =
## Converts the Nim string into ``GodotString``
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotString(result)
else:
initGodotString(result, cstring(s), cint(s.len + 1))
else:
initGodotString(result, cstring(s), cint(s.len + 1))
proc toGodotString*(s: cstring): GodotString {.inline.} =
## Converts the cstring into ``GodotString``
if s.isNil:
initGodotString(result)
else:
initGodotString(result, s, cint(s.len + 1))

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# Copyright 2018 Xored Software, Inc.
import core/godotcoretypes, godotinternaltypes, gdnativeapi
proc getType*(p: GodotVariant): VariantType {.inline.} =
getGDNativeAPI().variantGetType(p)
proc initGodotVariant*(dest: var GodotVariant) {.inline.} =
getGDNativeAPI().variantNewNil(dest)
proc initGodotVariant*(dest: var GodotVariant, src: GodotVariant) {.inline.} =
getGDNativeAPI().variantNewCopy(dest, src)
proc initGodotVariant*(dest: var GodotVariant; b: bool) {.inline.} =
getGDNativeAPI().variantNewBool(dest, b)
proc initGodotVariant*(dest: var GodotVariant; i: uint64) {.inline.} =
getGDNativeAPI().variantNewUInt(dest, i)
proc initGodotVariant*(dest: var GodotVariant; i: int64) {.inline.} =
getGDNativeAPI().variantNewInt(dest, i)
proc initGodotVariant*(dest: var GodotVariant; r: cdouble) {.inline.} =
getGDNativeAPI().variantNewReal(dest, r)
proc initGodotVariant*(dest: var GodotVariant; s: GodotString) {.inline.} =
getGDNativeAPI().variantNewString(dest, s)
proc initGodotVariant*(dest: var GodotVariant; v2: Vector2) {.inline.} =
getGDNativeAPI().variantNewVector2(dest, v2)
proc initGodotVariant*(dest: var GodotVariant; rect2: Rect2) {.inline.} =
getGDNativeAPI().variantNewRect2(dest, rect2)
proc initGodotVariant*(dest: var GodotVariant; v3: Vector3) {.inline.} =
getGDNativeAPI().variantNewVector3(dest, v3)
proc initGodotVariant*(dest: var GodotVariant; t2d: Transform2D) {.inline.} =
getGDNativeAPI().variantNewTransform2D(dest, t2d)
proc initGodotVariant*(dest: var GodotVariant; plane: Plane) {.inline.} =
getGDNativeAPI().variantNewPlane(dest, plane)
proc initGodotVariant*(dest: var GodotVariant; quat: Quat) {.inline.} =
getGDNativeAPI().variantNewQuat(dest, quat)
proc initGodotVariant*(dest: var GodotVariant; aabb: AABB) {.inline.} =
getGDNativeAPI().variantNewAABB(dest, aabb)
proc initGodotVariant*(dest: var GodotVariant; basis: Basis) {.inline.} =
getGDNativeAPI().variantNewBasis(dest, basis)
proc initGodotVariant*(dest: var GodotVariant; trans: Transform) {.inline.} =
getGDNativeAPI().variantNewTransform(dest, trans)
proc initGodotVariant*(dest: var GodotVariant; color: Color) {.inline.} =
getGDNativeAPI().variantNewColor(dest, color)
proc initGodotVariant*(dest: var GodotVariant;
nodePath: GodotNodePath) {.inline.} =
getGDNativeAPI().variantNewNodePath(dest, nodePath)
proc initGodotVariant*(dest: var GodotVariant; rid: RID) {.inline.} =
getGDNativeAPI().variantNewRID(dest, rid)
proc initGodotVariant*(dest: var GodotVariant;
obj: ptr GodotObject) {.inline.} =
getGDNativeAPI().variantNewObject(dest, obj)
proc initGodotVariant*(dest: var GodotVariant; arr: GodotArray) {.inline.} =
getGDNativeAPI().variantNewArray(dest, arr)
proc initGodotVariant*(dest: var GodotVariant;
pba: GodotPoolByteArray) {.inline.} =
getGDNativeAPI().variantNewPoolByteArray(dest, pba)
proc initGodotVariant*(dest: var GodotVariant;
pia: GodotPoolIntArray) {.inline.} =
getGDNativeAPI().variantNewPoolIntArray(dest, pia)
proc initGodotVariant*(dest: var GodotVariant;
pra: GodotPoolRealArray) {.inline.} =
getGDNativeAPI().variantNewPoolRealArray(dest, pra)
proc initGodotVariant*(dest: var GodotVariant;
psa: GodotPoolStringArray) {.inline.} =
getGDNativeAPI().variantNewPoolStringArray(dest, psa)
proc initGodotVariant*(dest: var GodotVariant;
pv2a: GodotPoolVector2Array) {.inline.} =
getGDNativeAPI().variantNewPoolVector2Array(dest, pv2a)
proc initGodotVariant*(dest: var GodotVariant;
pv3a: GodotPoolVector3Array) {.inline.} =
getGDNativeAPI().variantNewPoolVector3Array(dest, pv3a)
proc initGodotVariant*(dest: var GodotVariant;
pca: GodotPoolColorArray) {.inline.} =
getGDNativeAPI().variantNewPoolColorArray(dest, pca)
proc initGodotVariant*(dest: var GodotVariant;
dict: GodotDictionary) {.inline.} =
getGDNativeAPI().variantNewDictionary(dest, dict)
proc deinit*(v: var GodotVariant) {.inline.} =
getGDNativeAPI().variantDestroy(v)
proc asBool*(self: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantAsBool(self)
proc asUInt*(self: GodotVariant): uint64 {.inline.} =
getGDNativeAPI().variantAsUInt(self)
proc asInt*(self: GodotVariant): int64 {.inline.} =
getGDNativeAPI().variantAsInt(self)
proc asReal*(self: GodotVariant): cdouble {.inline.} =
getGDNativeAPI().variantAsReal(self)
proc asGodotString*(self: GodotVariant): GodotString {.inline.} =
getGDNativeAPI().variantAsString(self)
proc asVector2*(self: GodotVariant): Vector2 {.inline.} =
getGDNativeAPI().variantAsVector2(self).toVector2()
proc asRect2*(self: GodotVariant): Rect2 {.inline.} =
getGDNativeAPI().variantAsRect2(self).toRect2()
proc asVector3*(self: GodotVariant): Vector3 {.inline.} =
getGDNativeAPI().variantAsVector3(self).toVector3()
proc asTransform2D*(self: GodotVariant): Transform2D {.inline.} =
getGDNativeAPI().variantAsTransform2D(self).toTransform2D()
proc asPlane*(self: GodotVariant): Plane {.inline.} =
getGDNativeAPI().variantAsPlane(self).toPlane()
proc asQuat*(self: GodotVariant): Quat {.inline.} =
getGDNativeAPI().variantAsQuat(self).toQuat()
proc asAABB*(self: GodotVariant): AABB {.inline.} =
getGDNativeAPI().variantAsAABB(self).toAABB()
proc asBasis*(self: GodotVariant): Basis {.inline.} =
getGDNativeAPI().variantAsBasis(self).toBasis()
proc asTransform*(self: GodotVariant): Transform {.inline.} =
getGDNativeAPI().variantAsTransform(self).toTransform()
proc asColor*(self: GodotVariant): Color {.inline.} =
getGDNativeAPI().variantAsColor(self).toColor()
proc asNodePath*(self: GodotVariant): GodotNodePath {.inline.} =
getGDNativeAPI().variantAsNodePath(self)
proc asRID*(self: GodotVariant): RID {.inline.} =
getGDNativeAPI().variantAsRID(self)
proc asGodotObject*(self: GodotVariant): ptr GodotObject {.inline.} =
getGDNativeAPI().variantAsObject(self)
proc asGodotArray*(self: GodotVariant): GodotArray {.inline.} =
getGDNativeAPI().variantAsArray(self)
proc asGodotPoolByteArray*(self: GodotVariant): GodotPoolByteArray {.inline.} =
getGDNativeAPI().variantAsPoolByteArray(self)
proc asGodotPoolIntArray*(self: GodotVariant): GodotPoolIntArray {.inline.} =
getGDNativeAPI().variantAsPoolIntArray(self)
proc asGodotPoolRealArray*(self: GodotVariant): GodotPoolRealArray {.inline.} =
getGDNativeAPI().variantAsPoolRealArray(self)
proc asGodotPoolStringArray*(self: GodotVariant): GodotPoolStringArray
{.inline.} =
getGDNativeAPI().variantAsPoolStringArray(self)
proc asGodotPoolVector2Array*(self: GodotVariant): GodotPoolVector2Array
{.inline.} =
getGDNativeAPI().variantAsPoolVector2Array(self)
proc asGodotPoolVector3Array*(self: GodotVariant): GodotPoolVector3Array
{.inline.} =
getGDNativeAPI().variantAsPoolVector3Array(self)
proc asGodotPoolColorArray*(self: GodotVariant): GodotPoolColorArray
{.inline.} =
getGDNativeAPI().variantAsPoolColorArray(self)
proc asGodotDictionary*(self: GodotVariant): GodotDictionary {.inline.} =
getGDNativeAPI().variantAsDictionary(self)
proc call*(self: var GodotVariant; meth: GodotString;
args: ptr array[256, ptr GodotVariant]; argCount: cint;
error: var VariantCallError): GodotVariant {.inline.} =
getGDNativeAPI().variantCall(self, meth, args, argCount, error)
proc hasMethod*(self: GodotVariant; meth: GodotString): bool {.inline.} =
getGDNativeAPI().variantHasMethod(self, meth)
proc `==`*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantOperatorEqual(self, other)
proc `<`*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantOperatorLess(self, other)
proc hashCompare*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantHashCompare(self, other)
proc booleanize*(self: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantBooleanize(self)
import godotstrings
proc `$`*(self: GodotVariant): string =
var s = self.asGodotString()
result = $s
s.deinit()

1
godot/internal/nim.cfg Normal file
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@ -0,0 +1 @@
--path:"$projectdir/../"

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