godot-nim/godot/core/quats.nim
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

84 lines
2.4 KiB
Nim

# 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()