package qt6 /* #include "gen_qvectornd.h" #include */ import "C" import ( "runtime" "unsafe" ) type QVector2D struct { h *C.QVector2D } func (this *QVector2D) cPointer() *C.QVector2D { if this == nil { return nil } return this.h } func (this *QVector2D) UnsafePointer() unsafe.Pointer { if this == nil { return nil } return unsafe.Pointer(this.h) } // newQVector2D constructs the type using only CGO pointers. func newQVector2D(h *C.QVector2D) *QVector2D { if h == nil { return nil } return &QVector2D{h: h} } // UnsafeNewQVector2D constructs the type using only unsafe pointers. func UnsafeNewQVector2D(h unsafe.Pointer) *QVector2D { return newQVector2D((*C.QVector2D)(h)) } // NewQVector2D constructs a new QVector2D object. func NewQVector2D() *QVector2D { return newQVector2D(C.QVector2D_new()) } // NewQVector2D2 constructs a new QVector2D object. func NewQVector2D2(param1 Initialization) *QVector2D { return newQVector2D(C.QVector2D_new2((C.int)(param1))) } // NewQVector2D3 constructs a new QVector2D object. func NewQVector2D3(xpos float32, ypos float32) *QVector2D { return newQVector2D(C.QVector2D_new3((C.float)(xpos), (C.float)(ypos))) } // NewQVector2D4 constructs a new QVector2D object. func NewQVector2D4(point QPoint) *QVector2D { return newQVector2D(C.QVector2D_new4(point.cPointer())) } // NewQVector2D5 constructs a new QVector2D object. func NewQVector2D5(point QPointF) *QVector2D { return newQVector2D(C.QVector2D_new5(point.cPointer())) } // NewQVector2D6 constructs a new QVector2D object. func NewQVector2D6(vector QVector3D) *QVector2D { return newQVector2D(C.QVector2D_new6(vector.cPointer())) } // NewQVector2D7 constructs a new QVector2D object. func NewQVector2D7(vector QVector4D) *QVector2D { return newQVector2D(C.QVector2D_new7(vector.cPointer())) } // NewQVector2D8 constructs a new QVector2D object. func NewQVector2D8(param1 *QVector2D) *QVector2D { return newQVector2D(C.QVector2D_new8(param1.cPointer())) } func (this *QVector2D) IsNull() bool { return (bool)(C.QVector2D_isNull(this.h)) } func (this *QVector2D) X() float32 { return (float32)(C.QVector2D_x(this.h)) } func (this *QVector2D) Y() float32 { return (float32)(C.QVector2D_y(this.h)) } func (this *QVector2D) SetX(x float32) { C.QVector2D_setX(this.h, (C.float)(x)) } func (this *QVector2D) SetY(y float32) { C.QVector2D_setY(this.h, (C.float)(y)) } func (this *QVector2D) OperatorSubscript(i int) float32 { return (float32)(C.QVector2D_operatorSubscript(this.h, (C.int)(i))) } func (this *QVector2D) Length() float32 { return (float32)(C.QVector2D_length(this.h)) } func (this *QVector2D) LengthSquared() float32 { return (float32)(C.QVector2D_lengthSquared(this.h)) } func (this *QVector2D) Normalized() *QVector2D { _goptr := newQVector2D(C.QVector2D_normalized(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector2D) Normalize() { C.QVector2D_normalize(this.h) } func (this *QVector2D) DistanceToPoint(point QVector2D) float32 { return (float32)(C.QVector2D_distanceToPoint(this.h, point.cPointer())) } func (this *QVector2D) DistanceToLine(point QVector2D, direction QVector2D) float32 { return (float32)(C.QVector2D_distanceToLine(this.h, point.cPointer(), direction.cPointer())) } func (this *QVector2D) OperatorPlusAssign(vector QVector2D) *QVector2D { return newQVector2D(C.QVector2D_operatorPlusAssign(this.h, vector.cPointer())) } func (this *QVector2D) OperatorMinusAssign(vector QVector2D) *QVector2D { return newQVector2D(C.QVector2D_operatorMinusAssign(this.h, vector.cPointer())) } func (this *QVector2D) OperatorMultiplyAssign(factor float32) *QVector2D { return newQVector2D(C.QVector2D_operatorMultiplyAssign(this.h, (C.float)(factor))) } func (this *QVector2D) OperatorMultiplyAssignWithVector(vector QVector2D) *QVector2D { return newQVector2D(C.QVector2D_operatorMultiplyAssignWithVector(this.h, vector.cPointer())) } func (this *QVector2D) OperatorDivideAssign(divisor float32) *QVector2D { return newQVector2D(C.QVector2D_operatorDivideAssign(this.h, (C.float)(divisor))) } func (this *QVector2D) OperatorDivideAssignWithVector(vector QVector2D) *QVector2D { return newQVector2D(C.QVector2D_operatorDivideAssignWithVector(this.h, vector.cPointer())) } func QVector2D_DotProduct(v1 QVector2D, v2 QVector2D) float32 { return (float32)(C.QVector2D_dotProduct(v1.cPointer(), v2.cPointer())) } func (this *QVector2D) ToVector3D() *QVector3D { _goptr := newQVector3D(C.QVector2D_toVector3D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector2D) ToVector4D() *QVector4D { _goptr := newQVector4D(C.QVector2D_toVector4D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector2D) ToPoint() *QPoint { _goptr := newQPoint(C.QVector2D_toPoint(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector2D) ToPointF() *QPointF { _goptr := newQPointF(C.QVector2D_toPointF(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector2D) ToQVariant() *QVariant { _goptr := newQVariant(C.QVector2D_ToQVariant(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } // Delete this object from C++ memory. func (this *QVector2D) Delete() { C.QVector2D_delete(this.h) } // GoGC adds a Go Finalizer to this pointer, so that it will be deleted // from C++ memory once it is unreachable from Go memory. func (this *QVector2D) GoGC() { runtime.SetFinalizer(this, func(this *QVector2D) { this.Delete() runtime.KeepAlive(this.h) }) } type QVector3D struct { h *C.QVector3D } func (this *QVector3D) cPointer() *C.QVector3D { if this == nil { return nil } return this.h } func (this *QVector3D) UnsafePointer() unsafe.Pointer { if this == nil { return nil } return unsafe.Pointer(this.h) } // newQVector3D constructs the type using only CGO pointers. func newQVector3D(h *C.QVector3D) *QVector3D { if h == nil { return nil } return &QVector3D{h: h} } // UnsafeNewQVector3D constructs the type using only unsafe pointers. func UnsafeNewQVector3D(h unsafe.Pointer) *QVector3D { return newQVector3D((*C.QVector3D)(h)) } // NewQVector3D constructs a new QVector3D object. func NewQVector3D() *QVector3D { return newQVector3D(C.QVector3D_new()) } // NewQVector3D2 constructs a new QVector3D object. func NewQVector3D2(param1 Initialization) *QVector3D { return newQVector3D(C.QVector3D_new2((C.int)(param1))) } // NewQVector3D3 constructs a new QVector3D object. func NewQVector3D3(xpos float32, ypos float32, zpos float32) *QVector3D { return newQVector3D(C.QVector3D_new3((C.float)(xpos), (C.float)(ypos), (C.float)(zpos))) } // NewQVector3D4 constructs a new QVector3D object. func NewQVector3D4(point QPoint) *QVector3D { return newQVector3D(C.QVector3D_new4(point.cPointer())) } // NewQVector3D5 constructs a new QVector3D object. func NewQVector3D5(point QPointF) *QVector3D { return newQVector3D(C.QVector3D_new5(point.cPointer())) } // NewQVector3D6 constructs a new QVector3D object. func NewQVector3D6(vector QVector2D) *QVector3D { return newQVector3D(C.QVector3D_new6(vector.cPointer())) } // NewQVector3D7 constructs a new QVector3D object. func NewQVector3D7(vector QVector2D, zpos float32) *QVector3D { return newQVector3D(C.QVector3D_new7(vector.cPointer(), (C.float)(zpos))) } // NewQVector3D8 constructs a new QVector3D object. func NewQVector3D8(vector QVector4D) *QVector3D { return newQVector3D(C.QVector3D_new8(vector.cPointer())) } // NewQVector3D9 constructs a new QVector3D object. func NewQVector3D9(param1 *QVector3D) *QVector3D { return newQVector3D(C.QVector3D_new9(param1.cPointer())) } func (this *QVector3D) IsNull() bool { return (bool)(C.QVector3D_isNull(this.h)) } func (this *QVector3D) X() float32 { return (float32)(C.QVector3D_x(this.h)) } func (this *QVector3D) Y() float32 { return (float32)(C.QVector3D_y(this.h)) } func (this *QVector3D) Z() float32 { return (float32)(C.QVector3D_z(this.h)) } func (this *QVector3D) SetX(x float32) { C.QVector3D_setX(this.h, (C.float)(x)) } func (this *QVector3D) SetY(y float32) { C.QVector3D_setY(this.h, (C.float)(y)) } func (this *QVector3D) SetZ(z float32) { C.QVector3D_setZ(this.h, (C.float)(z)) } func (this *QVector3D) OperatorSubscript(i int) float32 { return (float32)(C.QVector3D_operatorSubscript(this.h, (C.int)(i))) } func (this *QVector3D) Length() float32 { return (float32)(C.QVector3D_length(this.h)) } func (this *QVector3D) LengthSquared() float32 { return (float32)(C.QVector3D_lengthSquared(this.h)) } func (this *QVector3D) Normalized() *QVector3D { _goptr := newQVector3D(C.QVector3D_normalized(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) Normalize() { C.QVector3D_normalize(this.h) } func (this *QVector3D) OperatorPlusAssign(vector QVector3D) *QVector3D { return newQVector3D(C.QVector3D_operatorPlusAssign(this.h, vector.cPointer())) } func (this *QVector3D) OperatorMinusAssign(vector QVector3D) *QVector3D { return newQVector3D(C.QVector3D_operatorMinusAssign(this.h, vector.cPointer())) } func (this *QVector3D) OperatorMultiplyAssign(factor float32) *QVector3D { return newQVector3D(C.QVector3D_operatorMultiplyAssign(this.h, (C.float)(factor))) } func (this *QVector3D) OperatorMultiplyAssignWithVector(vector QVector3D) *QVector3D { return newQVector3D(C.QVector3D_operatorMultiplyAssignWithVector(this.h, vector.cPointer())) } func (this *QVector3D) OperatorDivideAssign(divisor float32) *QVector3D { return newQVector3D(C.QVector3D_operatorDivideAssign(this.h, (C.float)(divisor))) } func (this *QVector3D) OperatorDivideAssignWithVector(vector QVector3D) *QVector3D { return newQVector3D(C.QVector3D_operatorDivideAssignWithVector(this.h, vector.cPointer())) } func QVector3D_DotProduct(v1 QVector3D, v2 QVector3D) float32 { return (float32)(C.QVector3D_dotProduct(v1.cPointer(), v2.cPointer())) } func QVector3D_CrossProduct(v1 QVector3D, v2 QVector3D) *QVector3D { _goptr := newQVector3D(C.QVector3D_crossProduct(v1.cPointer(), v2.cPointer())) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func QVector3D_Normal(v1 QVector3D, v2 QVector3D) *QVector3D { _goptr := newQVector3D(C.QVector3D_normal(v1.cPointer(), v2.cPointer())) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func QVector3D_Normal2(v1 QVector3D, v2 QVector3D, v3 QVector3D) *QVector3D { _goptr := newQVector3D(C.QVector3D_normal2(v1.cPointer(), v2.cPointer(), v3.cPointer())) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) Project(modelView *QMatrix4x4, projection *QMatrix4x4, viewport *QRect) *QVector3D { _goptr := newQVector3D(C.QVector3D_project(this.h, modelView.cPointer(), projection.cPointer(), viewport.cPointer())) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) Unproject(modelView *QMatrix4x4, projection *QMatrix4x4, viewport *QRect) *QVector3D { _goptr := newQVector3D(C.QVector3D_unproject(this.h, modelView.cPointer(), projection.cPointer(), viewport.cPointer())) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) DistanceToPoint(point QVector3D) float32 { return (float32)(C.QVector3D_distanceToPoint(this.h, point.cPointer())) } func (this *QVector3D) DistanceToPlane(plane QVector3D, normal QVector3D) float32 { return (float32)(C.QVector3D_distanceToPlane(this.h, plane.cPointer(), normal.cPointer())) } func (this *QVector3D) DistanceToPlane2(plane1 QVector3D, plane2 QVector3D, plane3 QVector3D) float32 { return (float32)(C.QVector3D_distanceToPlane2(this.h, plane1.cPointer(), plane2.cPointer(), plane3.cPointer())) } func (this *QVector3D) DistanceToLine(point QVector3D, direction QVector3D) float32 { return (float32)(C.QVector3D_distanceToLine(this.h, point.cPointer(), direction.cPointer())) } func (this *QVector3D) ToVector2D() *QVector2D { _goptr := newQVector2D(C.QVector3D_toVector2D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) ToVector4D() *QVector4D { _goptr := newQVector4D(C.QVector3D_toVector4D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) ToPoint() *QPoint { _goptr := newQPoint(C.QVector3D_toPoint(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) ToPointF() *QPointF { _goptr := newQPointF(C.QVector3D_toPointF(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector3D) ToQVariant() *QVariant { _goptr := newQVariant(C.QVector3D_ToQVariant(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } // Delete this object from C++ memory. func (this *QVector3D) Delete() { C.QVector3D_delete(this.h) } // GoGC adds a Go Finalizer to this pointer, so that it will be deleted // from C++ memory once it is unreachable from Go memory. func (this *QVector3D) GoGC() { runtime.SetFinalizer(this, func(this *QVector3D) { this.Delete() runtime.KeepAlive(this.h) }) } type QVector4D struct { h *C.QVector4D } func (this *QVector4D) cPointer() *C.QVector4D { if this == nil { return nil } return this.h } func (this *QVector4D) UnsafePointer() unsafe.Pointer { if this == nil { return nil } return unsafe.Pointer(this.h) } // newQVector4D constructs the type using only CGO pointers. func newQVector4D(h *C.QVector4D) *QVector4D { if h == nil { return nil } return &QVector4D{h: h} } // UnsafeNewQVector4D constructs the type using only unsafe pointers. func UnsafeNewQVector4D(h unsafe.Pointer) *QVector4D { return newQVector4D((*C.QVector4D)(h)) } // NewQVector4D constructs a new QVector4D object. func NewQVector4D() *QVector4D { return newQVector4D(C.QVector4D_new()) } // NewQVector4D2 constructs a new QVector4D object. func NewQVector4D2(param1 Initialization) *QVector4D { return newQVector4D(C.QVector4D_new2((C.int)(param1))) } // NewQVector4D3 constructs a new QVector4D object. func NewQVector4D3(xpos float32, ypos float32, zpos float32, wpos float32) *QVector4D { return newQVector4D(C.QVector4D_new3((C.float)(xpos), (C.float)(ypos), (C.float)(zpos), (C.float)(wpos))) } // NewQVector4D4 constructs a new QVector4D object. func NewQVector4D4(point QPoint) *QVector4D { return newQVector4D(C.QVector4D_new4(point.cPointer())) } // NewQVector4D5 constructs a new QVector4D object. func NewQVector4D5(point QPointF) *QVector4D { return newQVector4D(C.QVector4D_new5(point.cPointer())) } // NewQVector4D6 constructs a new QVector4D object. func NewQVector4D6(vector QVector2D) *QVector4D { return newQVector4D(C.QVector4D_new6(vector.cPointer())) } // NewQVector4D7 constructs a new QVector4D object. func NewQVector4D7(vector QVector2D, zpos float32, wpos float32) *QVector4D { return newQVector4D(C.QVector4D_new7(vector.cPointer(), (C.float)(zpos), (C.float)(wpos))) } // NewQVector4D8 constructs a new QVector4D object. func NewQVector4D8(vector QVector3D) *QVector4D { return newQVector4D(C.QVector4D_new8(vector.cPointer())) } // NewQVector4D9 constructs a new QVector4D object. func NewQVector4D9(vector QVector3D, wpos float32) *QVector4D { return newQVector4D(C.QVector4D_new9(vector.cPointer(), (C.float)(wpos))) } // NewQVector4D10 constructs a new QVector4D object. func NewQVector4D10(param1 *QVector4D) *QVector4D { return newQVector4D(C.QVector4D_new10(param1.cPointer())) } func (this *QVector4D) IsNull() bool { return (bool)(C.QVector4D_isNull(this.h)) } func (this *QVector4D) X() float32 { return (float32)(C.QVector4D_x(this.h)) } func (this *QVector4D) Y() float32 { return (float32)(C.QVector4D_y(this.h)) } func (this *QVector4D) Z() float32 { return (float32)(C.QVector4D_z(this.h)) } func (this *QVector4D) W() float32 { return (float32)(C.QVector4D_w(this.h)) } func (this *QVector4D) SetX(x float32) { C.QVector4D_setX(this.h, (C.float)(x)) } func (this *QVector4D) SetY(y float32) { C.QVector4D_setY(this.h, (C.float)(y)) } func (this *QVector4D) SetZ(z float32) { C.QVector4D_setZ(this.h, (C.float)(z)) } func (this *QVector4D) SetW(w float32) { C.QVector4D_setW(this.h, (C.float)(w)) } func (this *QVector4D) OperatorSubscript(i int) float32 { return (float32)(C.QVector4D_operatorSubscript(this.h, (C.int)(i))) } func (this *QVector4D) Length() float32 { return (float32)(C.QVector4D_length(this.h)) } func (this *QVector4D) LengthSquared() float32 { return (float32)(C.QVector4D_lengthSquared(this.h)) } func (this *QVector4D) Normalized() *QVector4D { _goptr := newQVector4D(C.QVector4D_normalized(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) Normalize() { C.QVector4D_normalize(this.h) } func (this *QVector4D) OperatorPlusAssign(vector QVector4D) *QVector4D { return newQVector4D(C.QVector4D_operatorPlusAssign(this.h, vector.cPointer())) } func (this *QVector4D) OperatorMinusAssign(vector QVector4D) *QVector4D { return newQVector4D(C.QVector4D_operatorMinusAssign(this.h, vector.cPointer())) } func (this *QVector4D) OperatorMultiplyAssign(factor float32) *QVector4D { return newQVector4D(C.QVector4D_operatorMultiplyAssign(this.h, (C.float)(factor))) } func (this *QVector4D) OperatorMultiplyAssignWithVector(vector QVector4D) *QVector4D { return newQVector4D(C.QVector4D_operatorMultiplyAssignWithVector(this.h, vector.cPointer())) } func (this *QVector4D) OperatorDivideAssign(divisor float32) *QVector4D { return newQVector4D(C.QVector4D_operatorDivideAssign(this.h, (C.float)(divisor))) } func (this *QVector4D) OperatorDivideAssignWithVector(vector QVector4D) *QVector4D { return newQVector4D(C.QVector4D_operatorDivideAssignWithVector(this.h, vector.cPointer())) } func QVector4D_DotProduct(v1 QVector4D, v2 QVector4D) float32 { return (float32)(C.QVector4D_dotProduct(v1.cPointer(), v2.cPointer())) } func (this *QVector4D) ToVector2D() *QVector2D { _goptr := newQVector2D(C.QVector4D_toVector2D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToVector2DAffine() *QVector2D { _goptr := newQVector2D(C.QVector4D_toVector2DAffine(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToVector3D() *QVector3D { _goptr := newQVector3D(C.QVector4D_toVector3D(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToVector3DAffine() *QVector3D { _goptr := newQVector3D(C.QVector4D_toVector3DAffine(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToPoint() *QPoint { _goptr := newQPoint(C.QVector4D_toPoint(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToPointF() *QPointF { _goptr := newQPointF(C.QVector4D_toPointF(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } func (this *QVector4D) ToQVariant() *QVariant { _goptr := newQVariant(C.QVector4D_ToQVariant(this.h)) _goptr.GoGC() // Qt uses pass-by-value semantics for this type. Mimic with finalizer return _goptr } // Delete this object from C++ memory. func (this *QVector4D) Delete() { C.QVector4D_delete(this.h) } // GoGC adds a Go Finalizer to this pointer, so that it will be deleted // from C++ memory once it is unreachable from Go memory. func (this *QVector4D) GoGC() { runtime.SetFinalizer(this, func(this *QVector4D) { this.Delete() runtime.KeepAlive(this.h) }) }