#include #include #include #include #include "gen_qquaternion.h" #ifndef _Bool #define _Bool bool #endif #include "_cgo_export.h" QQuaternion* QQuaternion_new() { return new QQuaternion(); } QQuaternion* QQuaternion_new2(int param1) { return new QQuaternion(static_cast(param1)); } QQuaternion* QQuaternion_new3(float scalar, float xpos, float ypos, float zpos) { return new QQuaternion(static_cast(scalar), static_cast(xpos), static_cast(ypos), static_cast(zpos)); } QQuaternion* QQuaternion_new4(float scalar, QVector3D* vector) { return new QQuaternion(static_cast(scalar), *vector); } QQuaternion* QQuaternion_new5(QVector4D* vector) { return new QQuaternion(*vector); } QQuaternion* QQuaternion_new6(QQuaternion* param1) { return new QQuaternion(*param1); } bool QQuaternion_IsNull(const QQuaternion* self) { return self->isNull(); } bool QQuaternion_IsIdentity(const QQuaternion* self) { return self->isIdentity(); } QVector3D* QQuaternion_Vector(const QQuaternion* self) { return new QVector3D(self->vector()); } void QQuaternion_SetVector(QQuaternion* self, QVector3D* vector) { self->setVector(*vector); } void QQuaternion_SetVector2(QQuaternion* self, float x, float y, float z) { self->setVector(static_cast(x), static_cast(y), static_cast(z)); } float QQuaternion_X(const QQuaternion* self) { return self->x(); } float QQuaternion_Y(const QQuaternion* self) { return self->y(); } float QQuaternion_Z(const QQuaternion* self) { return self->z(); } float QQuaternion_Scalar(const QQuaternion* self) { return self->scalar(); } void QQuaternion_SetX(QQuaternion* self, float x) { self->setX(static_cast(x)); } void QQuaternion_SetY(QQuaternion* self, float y) { self->setY(static_cast(y)); } void QQuaternion_SetZ(QQuaternion* self, float z) { self->setZ(static_cast(z)); } void QQuaternion_SetScalar(QQuaternion* self, float scalar) { self->setScalar(static_cast(scalar)); } float QQuaternion_DotProduct(QQuaternion* q1, QQuaternion* q2) { return QQuaternion::dotProduct(*q1, *q2); } float QQuaternion_Length(const QQuaternion* self) { return self->length(); } float QQuaternion_LengthSquared(const QQuaternion* self) { return self->lengthSquared(); } QQuaternion* QQuaternion_Normalized(const QQuaternion* self) { return new QQuaternion(self->normalized()); } void QQuaternion_Normalize(QQuaternion* self) { self->normalize(); } QQuaternion* QQuaternion_Inverted(const QQuaternion* self) { return new QQuaternion(self->inverted()); } QQuaternion* QQuaternion_Conjugated(const QQuaternion* self) { return new QQuaternion(self->conjugated()); } QVector3D* QQuaternion_RotatedVector(const QQuaternion* self, QVector3D* vector) { return new QVector3D(self->rotatedVector(*vector)); } QQuaternion* QQuaternion_OperatorPlusAssign(QQuaternion* self, QQuaternion* quaternion) { QQuaternion& _ret = self->operator+=(*quaternion); // Cast returned reference into pointer return &_ret; } QQuaternion* QQuaternion_OperatorMinusAssign(QQuaternion* self, QQuaternion* quaternion) { QQuaternion& _ret = self->operator-=(*quaternion); // Cast returned reference into pointer return &_ret; } QQuaternion* QQuaternion_OperatorMultiplyAssign(QQuaternion* self, float factor) { QQuaternion& _ret = self->operator*=(static_cast(factor)); // Cast returned reference into pointer return &_ret; } QQuaternion* QQuaternion_OperatorMultiplyAssignWithQuaternion(QQuaternion* self, QQuaternion* quaternion) { QQuaternion& _ret = self->operator*=(*quaternion); // Cast returned reference into pointer return &_ret; } QQuaternion* QQuaternion_OperatorDivideAssign(QQuaternion* self, float divisor) { QQuaternion& _ret = self->operator/=(static_cast(divisor)); // Cast returned reference into pointer return &_ret; } QVector4D* QQuaternion_ToVector4D(const QQuaternion* self) { return new QVector4D(self->toVector4D()); } void QQuaternion_GetAxisAndAngle(const QQuaternion* self, QVector3D* axis, float* angle) { self->getAxisAndAngle(axis, static_cast(angle)); } QQuaternion* QQuaternion_FromAxisAndAngle(QVector3D* axis, float angle) { return new QQuaternion(QQuaternion::fromAxisAndAngle(*axis, static_cast(angle))); } void QQuaternion_GetAxisAndAngle2(const QQuaternion* self, float* x, float* y, float* z, float* angle) { self->getAxisAndAngle(static_cast(x), static_cast(y), static_cast(z), static_cast(angle)); } QQuaternion* QQuaternion_FromAxisAndAngle2(float x, float y, float z, float angle) { return new QQuaternion(QQuaternion::fromAxisAndAngle(static_cast(x), static_cast(y), static_cast(z), static_cast(angle))); } QVector3D* QQuaternion_ToEulerAngles(const QQuaternion* self) { return new QVector3D(self->toEulerAngles()); } QQuaternion* QQuaternion_FromEulerAngles(QVector3D* eulerAngles) { return new QQuaternion(QQuaternion::fromEulerAngles(*eulerAngles)); } void QQuaternion_GetEulerAngles(const QQuaternion* self, float* pitch, float* yaw, float* roll) { self->getEulerAngles(static_cast(pitch), static_cast(yaw), static_cast(roll)); } QQuaternion* QQuaternion_FromEulerAngles2(float pitch, float yaw, float roll) { return new QQuaternion(QQuaternion::fromEulerAngles(static_cast(pitch), static_cast(yaw), static_cast(roll))); } void QQuaternion_GetAxes(const QQuaternion* self, QVector3D* xAxis, QVector3D* yAxis, QVector3D* zAxis) { self->getAxes(xAxis, yAxis, zAxis); } QQuaternion* QQuaternion_FromAxes(QVector3D* xAxis, QVector3D* yAxis, QVector3D* zAxis) { return new QQuaternion(QQuaternion::fromAxes(*xAxis, *yAxis, *zAxis)); } QQuaternion* QQuaternion_FromDirection(QVector3D* direction, QVector3D* up) { return new QQuaternion(QQuaternion::fromDirection(*direction, *up)); } QQuaternion* QQuaternion_RotationTo(QVector3D* from, QVector3D* to) { return new QQuaternion(QQuaternion::rotationTo(*from, *to)); } QQuaternion* QQuaternion_Slerp(QQuaternion* q1, QQuaternion* q2, float t) { return new QQuaternion(QQuaternion::slerp(*q1, *q2, static_cast(t))); } QQuaternion* QQuaternion_Nlerp(QQuaternion* q1, QQuaternion* q2, float t) { return new QQuaternion(QQuaternion::nlerp(*q1, *q2, static_cast(t))); } void QQuaternion_Delete(QQuaternion* self, bool isSubclass) { if (isSubclass) { delete dynamic_cast( self ); } else { delete self; } }