#include #include #include #include #include #include #include #include "qvector3d.h" #include "gen_qvector3d.h" #include "_cgo_export.h" QVector3D* QVector3D_new() { return new QVector3D(); } QVector3D* QVector3D_new2(int param1) { return new QVector3D(static_cast(param1)); } QVector3D* QVector3D_new3(float xpos, float ypos, float zpos) { return new QVector3D(static_cast(xpos), static_cast(ypos), static_cast(zpos)); } QVector3D* QVector3D_new4(QPoint* point) { return new QVector3D(*point); } QVector3D* QVector3D_new5(QPointF* point) { return new QVector3D(*point); } QVector3D* QVector3D_new6(QVector2D* vector) { return new QVector3D(*vector); } QVector3D* QVector3D_new7(QVector2D* vector, float zpos) { return new QVector3D(*vector, static_cast(zpos)); } QVector3D* QVector3D_new8(QVector4D* vector) { return new QVector3D(*vector); } QVector3D* QVector3D_new9(QVector3D* param1) { return new QVector3D(*param1); } bool QVector3D_IsNull(const QVector3D* self) { return self->isNull(); } float QVector3D_X(const QVector3D* self) { return self->x(); } float QVector3D_Y(const QVector3D* self) { return self->y(); } float QVector3D_Z(const QVector3D* self) { return self->z(); } void QVector3D_SetX(QVector3D* self, float x) { self->setX(static_cast(x)); } void QVector3D_SetY(QVector3D* self, float y) { self->setY(static_cast(y)); } void QVector3D_SetZ(QVector3D* self, float z) { self->setZ(static_cast(z)); } float QVector3D_OperatorSubscript(const QVector3D* self, int i) { return self->operator[](static_cast(i)); } float QVector3D_Length(const QVector3D* self) { return self->length(); } float QVector3D_LengthSquared(const QVector3D* self) { return self->lengthSquared(); } QVector3D* QVector3D_Normalized(const QVector3D* self) { return new QVector3D(self->normalized()); } void QVector3D_Normalize(QVector3D* self) { self->normalize(); } QVector3D* QVector3D_OperatorPlusAssign(QVector3D* self, QVector3D* vector) { QVector3D& _ret = self->operator+=(*vector); // Cast returned reference into pointer return &_ret; } QVector3D* QVector3D_OperatorMinusAssign(QVector3D* self, QVector3D* vector) { QVector3D& _ret = self->operator-=(*vector); // Cast returned reference into pointer return &_ret; } QVector3D* QVector3D_OperatorMultiplyAssign(QVector3D* self, float factor) { QVector3D& _ret = self->operator*=(static_cast(factor)); // Cast returned reference into pointer return &_ret; } QVector3D* QVector3D_OperatorMultiplyAssignWithVector(QVector3D* self, QVector3D* vector) { QVector3D& _ret = self->operator*=(*vector); // Cast returned reference into pointer return &_ret; } QVector3D* QVector3D_OperatorDivideAssign(QVector3D* self, float divisor) { QVector3D& _ret = self->operator/=(static_cast(divisor)); // Cast returned reference into pointer return &_ret; } QVector3D* QVector3D_OperatorDivideAssignWithVector(QVector3D* self, QVector3D* vector) { QVector3D& _ret = self->operator/=(*vector); // Cast returned reference into pointer return &_ret; } float QVector3D_DotProduct(QVector3D* v1, QVector3D* v2) { return QVector3D::dotProduct(*v1, *v2); } QVector3D* QVector3D_CrossProduct(QVector3D* v1, QVector3D* v2) { return new QVector3D(QVector3D::crossProduct(*v1, *v2)); } QVector3D* QVector3D_Normal(QVector3D* v1, QVector3D* v2) { return new QVector3D(QVector3D::normal(*v1, *v2)); } QVector3D* QVector3D_Normal2(QVector3D* v1, QVector3D* v2, QVector3D* v3) { return new QVector3D(QVector3D::normal(*v1, *v2, *v3)); } QVector3D* QVector3D_Project(const QVector3D* self, QMatrix4x4* modelView, QMatrix4x4* projection, QRect* viewport) { return new QVector3D(self->project(*modelView, *projection, *viewport)); } QVector3D* QVector3D_Unproject(const QVector3D* self, QMatrix4x4* modelView, QMatrix4x4* projection, QRect* viewport) { return new QVector3D(self->unproject(*modelView, *projection, *viewport)); } float QVector3D_DistanceToPoint(const QVector3D* self, QVector3D* point) { return self->distanceToPoint(*point); } float QVector3D_DistanceToPlane(const QVector3D* self, QVector3D* plane, QVector3D* normal) { return self->distanceToPlane(*plane, *normal); } float QVector3D_DistanceToPlane2(const QVector3D* self, QVector3D* plane1, QVector3D* plane2, QVector3D* plane3) { return self->distanceToPlane(*plane1, *plane2, *plane3); } float QVector3D_DistanceToLine(const QVector3D* self, QVector3D* point, QVector3D* direction) { return self->distanceToLine(*point, *direction); } QVector2D* QVector3D_ToVector2D(const QVector3D* self) { return new QVector2D(self->toVector2D()); } QVector4D* QVector3D_ToVector4D(const QVector3D* self) { return new QVector4D(self->toVector4D()); } QPoint* QVector3D_ToPoint(const QVector3D* self) { return new QPoint(self->toPoint()); } QPointF* QVector3D_ToPointF(const QVector3D* self) { return new QPointF(self->toPointF()); } void QVector3D_Delete(QVector3D* self) { delete self; }