package qt /* #include "gen_qvector4d.h" #include */ import "C" import ( "runtime" "unsafe" ) type QVector4D struct { h *C.QVector4D isSubclass bool } 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 { if h == nil { return nil } return &QVector4D{h: (*C.QVector4D)(h)} } // NewQVector4D constructs a new QVector4D object. func NewQVector4D() *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new(&outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D2 constructs a new QVector4D object. func NewQVector4D2(param1 Initialization) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new2((C.int)(param1), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D3 constructs a new QVector4D object. func NewQVector4D3(xpos float32, ypos float32, zpos float32, wpos float32) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new3((C.float)(xpos), (C.float)(ypos), (C.float)(zpos), (C.float)(wpos), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D4 constructs a new QVector4D object. func NewQVector4D4(point *QPoint) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new4(point.cPointer(), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D5 constructs a new QVector4D object. func NewQVector4D5(point *QPointF) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new5(point.cPointer(), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D6 constructs a new QVector4D object. func NewQVector4D6(vector *QVector2D) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new6(vector.cPointer(), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D7 constructs a new QVector4D object. func NewQVector4D7(vector *QVector2D, zpos float32, wpos float32) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new7(vector.cPointer(), (C.float)(zpos), (C.float)(wpos), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D8 constructs a new QVector4D object. func NewQVector4D8(vector *QVector3D) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new8(vector.cPointer(), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D9 constructs a new QVector4D object. func NewQVector4D9(vector *QVector3D, wpos float32) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new9(vector.cPointer(), (C.float)(wpos), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } // NewQVector4D10 constructs a new QVector4D object. func NewQVector4D10(param1 *QVector4D) *QVector4D { var outptr_QVector4D *C.QVector4D = nil C.QVector4D_new10(param1.cPointer(), &outptr_QVector4D) ret := newQVector4D(outptr_QVector4D) ret.isSubclass = true return ret } 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 } // Delete this object from C++ memory. func (this *QVector4D) Delete() { C.QVector4D_Delete(this.h, C.bool(this.isSubclass)) } // 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) }) }