package qt /* #cgo CFLAGS: -fPIC #cgo pkg-config: Qt5Widgets #include "gen_qvector3d.h" #include */ import "C" import ( "runtime" "unsafe" ) type QVector3D struct { h *C.QVector3D } func (this *QVector3D) cPointer() *C.QVector3D { if this == nil { return nil } return this.h } func newQVector3D(h *C.QVector3D) *QVector3D { return &QVector3D{h: h} } func newQVector3D_U(h unsafe.Pointer) *QVector3D { return newQVector3D((*C.QVector3D)(h)) } // NewQVector3D constructs a new QVector3D object. func NewQVector3D() *QVector3D { ret := C.QVector3D_new() return newQVector3D(ret) } // NewQVector3D2 constructs a new QVector3D object. func NewQVector3D2(xpos float32, ypos float32, zpos float32) *QVector3D { ret := C.QVector3D_new2((C.float)(xpos), (C.float)(ypos), (C.float)(zpos)) return newQVector3D(ret) } // NewQVector3D3 constructs a new QVector3D object. func NewQVector3D3(point *QPoint) *QVector3D { ret := C.QVector3D_new3(point.cPointer()) return newQVector3D(ret) } // NewQVector3D4 constructs a new QVector3D object. func NewQVector3D4(point *QPointF) *QVector3D { ret := C.QVector3D_new4(point.cPointer()) return newQVector3D(ret) } // NewQVector3D5 constructs a new QVector3D object. func NewQVector3D5(vector *QVector2D) *QVector3D { ret := C.QVector3D_new5(vector.cPointer()) return newQVector3D(ret) } // NewQVector3D6 constructs a new QVector3D object. func NewQVector3D6(vector *QVector2D, zpos float32) *QVector3D { ret := C.QVector3D_new6(vector.cPointer(), (C.float)(zpos)) return newQVector3D(ret) } // NewQVector3D7 constructs a new QVector3D object. func NewQVector3D7(vector *QVector4D) *QVector3D { ret := C.QVector3D_new7(vector.cPointer()) return newQVector3D(ret) } // NewQVector3D8 constructs a new QVector3D object. func NewQVector3D8(param1 *QVector3D) *QVector3D { ret := C.QVector3D_new8(param1.cPointer()) return newQVector3D(ret) } func (this *QVector3D) IsNull() bool { ret := C.QVector3D_IsNull(this.h) return (bool)(ret) } func (this *QVector3D) X() float32 { ret := C.QVector3D_X(this.h) return (float32)(ret) } func (this *QVector3D) Y() float32 { ret := C.QVector3D_Y(this.h) return (float32)(ret) } func (this *QVector3D) Z() float32 { ret := C.QVector3D_Z(this.h) return (float32)(ret) } 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 { ret := C.QVector3D_OperatorSubscript(this.h, (C.int)(i)) return (float32)(ret) } func (this *QVector3D) Length() float32 { ret := C.QVector3D_Length(this.h) return (float32)(ret) } func (this *QVector3D) LengthSquared() float32 { ret := C.QVector3D_LengthSquared(this.h) return (float32)(ret) } func (this *QVector3D) Normalized() *QVector3D { ret := C.QVector3D_Normalized(this.h) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) Normalize() { C.QVector3D_Normalize(this.h) } func (this *QVector3D) OperatorPlusAssign(vector *QVector3D) *QVector3D { ret := C.QVector3D_OperatorPlusAssign(this.h, vector.cPointer()) return newQVector3D_U(unsafe.Pointer(ret)) } func (this *QVector3D) OperatorMinusAssign(vector *QVector3D) *QVector3D { ret := C.QVector3D_OperatorMinusAssign(this.h, vector.cPointer()) return newQVector3D_U(unsafe.Pointer(ret)) } func (this *QVector3D) OperatorMultiplyAssign(factor float32) *QVector3D { ret := C.QVector3D_OperatorMultiplyAssign(this.h, (C.float)(factor)) return newQVector3D_U(unsafe.Pointer(ret)) } func (this *QVector3D) OperatorMultiplyAssignWithVector(vector *QVector3D) *QVector3D { ret := C.QVector3D_OperatorMultiplyAssignWithVector(this.h, vector.cPointer()) return newQVector3D_U(unsafe.Pointer(ret)) } func (this *QVector3D) OperatorDivideAssign(divisor float32) *QVector3D { ret := C.QVector3D_OperatorDivideAssign(this.h, (C.float)(divisor)) return newQVector3D_U(unsafe.Pointer(ret)) } func (this *QVector3D) OperatorDivideAssignWithVector(vector *QVector3D) *QVector3D { ret := C.QVector3D_OperatorDivideAssignWithVector(this.h, vector.cPointer()) return newQVector3D_U(unsafe.Pointer(ret)) } func QVector3D_DotProduct(v1 *QVector3D, v2 *QVector3D) float32 { ret := C.QVector3D_DotProduct(v1.cPointer(), v2.cPointer()) return (float32)(ret) } func QVector3D_CrossProduct(v1 *QVector3D, v2 *QVector3D) *QVector3D { ret := C.QVector3D_CrossProduct(v1.cPointer(), v2.cPointer()) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func QVector3D_Normal(v1 *QVector3D, v2 *QVector3D) *QVector3D { ret := C.QVector3D_Normal(v1.cPointer(), v2.cPointer()) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func QVector3D_Normal2(v1 *QVector3D, v2 *QVector3D, v3 *QVector3D) *QVector3D { ret := C.QVector3D_Normal2(v1.cPointer(), v2.cPointer(), v3.cPointer()) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) Project(modelView *QMatrix4x4, projection *QMatrix4x4, viewport *QRect) *QVector3D { ret := C.QVector3D_Project(this.h, modelView.cPointer(), projection.cPointer(), viewport.cPointer()) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) Unproject(modelView *QMatrix4x4, projection *QMatrix4x4, viewport *QRect) *QVector3D { ret := C.QVector3D_Unproject(this.h, modelView.cPointer(), projection.cPointer(), viewport.cPointer()) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector3D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector3D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) DistanceToPoint(point *QVector3D) float32 { ret := C.QVector3D_DistanceToPoint(this.h, point.cPointer()) return (float32)(ret) } func (this *QVector3D) DistanceToPlane(plane *QVector3D, normal *QVector3D) float32 { ret := C.QVector3D_DistanceToPlane(this.h, plane.cPointer(), normal.cPointer()) return (float32)(ret) } func (this *QVector3D) DistanceToPlane2(plane1 *QVector3D, plane2 *QVector3D, plane3 *QVector3D) float32 { ret := C.QVector3D_DistanceToPlane2(this.h, plane1.cPointer(), plane2.cPointer(), plane3.cPointer()) return (float32)(ret) } func (this *QVector3D) DistanceToLine(point *QVector3D, direction *QVector3D) float32 { ret := C.QVector3D_DistanceToLine(this.h, point.cPointer(), direction.cPointer()) return (float32)(ret) } func (this *QVector3D) ToVector2D() *QVector2D { ret := C.QVector3D_ToVector2D(this.h) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector2D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector2D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) ToVector4D() *QVector4D { ret := C.QVector3D_ToVector4D(this.h) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQVector4D(ret) runtime.SetFinalizer(ret1, func(ret2 *QVector4D) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) ToPoint() *QPoint { ret := C.QVector3D_ToPoint(this.h) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQPoint(ret) runtime.SetFinalizer(ret1, func(ret2 *QPoint) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) ToPointF() *QPointF { ret := C.QVector3D_ToPointF(this.h) // Qt uses pass-by-value semantics for this type. Mimic with finalizer ret1 := newQPointF(ret) runtime.SetFinalizer(ret1, func(ret2 *QPointF) { ret2.Delete() runtime.KeepAlive(ret2.h) }) return ret1 } func (this *QVector3D) Delete() { C.QVector3D_Delete(this.h) }