MODULE = Ogre PACKAGE = Ogre::Vector3
Vector3 *
Vector3::new(...)
PREINIT:
char *usage = "Usage: Ogre::Vector3::new(CLASS, x [, y, z]) or new(CLASS, Vector3)\n";
CODE:
// Vector3(const Real fX, const Real fY, const Real fZ)
if (items == 4) {
RETVAL = new Vector3((Real)SvNV(ST(1)), (Real)SvNV(ST(2)), (Real)SvNV(ST(3)));
}
else if (items == 2) {
// Vector3(const Vector3 &rkVector)
if (sv_isobject(ST(1)) && sv_derived_from(ST(1), "Ogre::Vector3")) {
Vector3 *vec = (Vector3 *) SvIV((SV *) SvRV(ST(1))); // TMOGRE_IN
RETVAL = new Vector3(*vec);
}
// Vector3(const Real scalar)
else if (looks_like_number(ST(1))) {
RETVAL = new Vector3((Real)SvNV(ST(1)));
}
else {
croak("%s", usage);
}
}
else if (items == 1) {
RETVAL = new Vector3();
}
else {
croak("%s", usage);
}
OUTPUT:
RETVAL
void
Vector3::DESTROY()
## xxx: need to check assignment operator
# ==, !=, <, >
bool
vec3_eq_xs(lobj, robj, swap)
Vector3 * lobj
Vector3 * robj
IV swap
ALIAS:
vec3_ne_xs = 1
vec3_lt_xs = 2
vec3_gt_xs = 3
CODE:
switch(ix) {
case 0: RETVAL = (*lobj == *robj); break;
case 1: RETVAL = (*lobj != *robj); break;
case 2: RETVAL = (*lobj < *robj); break;
case 3: RETVAL = (*lobj > *robj); break;
}
OUTPUT:
RETVAL
# +, -, / (need Real also)
Vector3 *
vec3_plus_xs(lobj, robj, swap)
Vector3 * lobj
Vector3 * robj
IV swap
ALIAS:
vec3_minus_xs = 1
vec3_div_xs = 2
PREINIT:
Vector3 *vec = new Vector3;
CODE:
switch(ix) {
case 0: *vec = *lobj + *robj; break;
case 1: *vec = swap ? (*robj - *lobj) : (*lobj - *robj); break;
case 2: *vec = swap ? (*robj / *lobj) : (*lobj / *robj); break;
}
RETVAL = vec;
OUTPUT:
RETVAL
# * (handles Quaternion also)
Vector3 *
vec3_mult_xs(lobj, robj, swap)
Vector3 * lobj
SV * robj
IV swap
PREINIT:
Vector3 *vec = new Vector3;
CODE:
if (sv_isobject(robj) && sv_derived_from(robj, "Ogre::Vector3")) {
const Vector3 *rhs = (Vector3 *) SvIV((SV *) SvRV(robj));
*vec = swap ? (*rhs * *lobj) : (*lobj * *rhs);
}
else if (sv_isobject(robj) && sv_derived_from(robj, "Ogre::Quaternion")) {
const Quaternion *rhs = (Quaternion *) SvIV((SV *) SvRV(robj));
// note reversal - only Q * V is allowed, so args must be reversed
if (swap) {
*vec = (*rhs) * (*lobj);
}
else {
croak("Vector3::mult_xs: reversed args (Quaternion must precede Vector3\n");
}
}
else if (looks_like_number(robj)) {
Real rhs = (Real)SvNV(robj);
*vec = *lobj * rhs;
}
else {
croak("Vector3::vec3_mult_xs: unknown argument!\n");
}
RETVAL = vec;
OUTPUT:
RETVAL
# neg
Vector3 *
vec3_neg_xs(lobj, robj, swap)
Vector3 * lobj
SV * robj
IV swap
PREINIT:
Vector3 *vec = new Vector3;
CODE:
*vec = - (*lobj);
RETVAL = vec;
OUTPUT:
RETVAL
## xxx: +=, -=, *=, /= (with Real too)
Real
Vector3::length()
Real
Vector3::squaredLength()
Real
Vector3::distance(rhs)
Vector3 * rhs
C_ARGS:
*rhs
Real
Vector3::squaredDistance(rhs)
Vector3 * rhs
C_ARGS:
*rhs
Real
Vector3::dotProduct(vec)
Vector3 * vec
C_ARGS:
*vec
Real
Vector3::absDotProduct(vec)
Vector3 * vec
C_ARGS:
*vec
Real
Vector3::normalise()
Vector3 *
Vector3::crossProduct(rkVector)
const Vector3 * rkVector
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->crossProduct(*rkVector);
OUTPUT:
RETVAL
Vector3 *
Vector3::midPoint(rkVector)
const Vector3 * rkVector
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->midPoint(*rkVector);
OUTPUT:
RETVAL
void
Vector3::makeFloor(cmp)
Vector3 * cmp
C_ARGS:
*cmp
void
Vector3::makeCeil(cmp)
Vector3 * cmp
C_ARGS:
*cmp
Vector3 *
Vector3::perpendicular()
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->perpendicular();
OUTPUT:
RETVAL
Vector3 *
Vector3::randomDeviant(angle, up=&Vector3::ZERO)
DegRad * angle
const Vector3 * up
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->randomDeviant(*angle, *up);
OUTPUT:
RETVAL
Quaternion *
Vector3::getRotationTo(dest, fallbackAxis=&Vector3::ZERO)
const Vector3 * dest
const Vector3 * fallbackAxis
CODE:
RETVAL = new Quaternion;
*RETVAL = THIS->getRotationTo(*dest, *fallbackAxis);
OUTPUT:
RETVAL
bool
Vector3::isZeroLength()
Vector3 *
Vector3::normalisedCopy()
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->normalisedCopy();
OUTPUT:
RETVAL
Vector3 *
Vector3::reflect(normal)
const Vector3 * normal
CODE:
RETVAL = new Vector3;
*RETVAL = THIS->reflect(*normal);
OUTPUT:
RETVAL
bool
Vector3::positionEquals(rhs, tolerance=0.001)
Vector3 * rhs
Real tolerance
C_ARGS:
*rhs, tolerance
bool
Vector3::positionCloses(rhs, tolerance=0.001)
Vector3 * rhs
Real tolerance
C_ARGS:
*rhs, tolerance
bool
Vector3::directionEquals(rhs, tolerance)
Vector3 * rhs
DegRad * tolerance
C_ARGS:
*rhs, *tolerance
## xxx: it would be nice to be able to do this: $v->{x} = 20;
## but how is that done (the object is a pointer to a C++ object,
## not a hash). For now, we have this gimpy interface with setX, etc.
Real
Vector3::x()
CODE:
RETVAL = (*THIS).x;
OUTPUT:
RETVAL
Real
Vector3::y()
CODE:
RETVAL = (*THIS).y;
OUTPUT:
RETVAL
Real
Vector3::z()
CODE:
RETVAL = (*THIS).z;
OUTPUT:
RETVAL
void
Vector3::setX(x)
Real x
CODE:
(*THIS).x = x;
void
Vector3::setY(y)
Real y
CODE:
(*THIS).y = y;
void
Vector3::setZ(z)
Real z
CODE:
(*THIS).z = z;