std::vector<config> __convert_to_configs_vector(game_value input_) { std::vector<config> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(config(input_[i].rv_data)); } return output; }
std::vector<display> __convert_to_displays_vector(game_value input_) { std::vector<display> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(display(input_[i].rv_data)); } return output; }
std::vector<marker> __convert_to_markers_vector(game_value input_) { std::vector<marker> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(input_[i]); } return output; }
std::vector<team_member> __convert_to_team_members_vector(game_value input__) { std::vector<team_member> output; for (uint32_t i = 0; i < input__.length(); ++i) { output.push_back(team_member(input__[i].rv_data)); } return output; }
std::vector<group> __convert_to_groups_vector(game_value input_) { std::vector<group> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(group(input_[i].rv_data)); } return output; }
std::vector<object> __convert_to_objects_vector(game_value input_) { std::vector<object> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(object(input_[i].rv_data)); } return output; }
std::vector<location> __convert_to_locations_vector(game_value input_) { std::vector<location> output; for (uint32_t i = 0; i < input_.length(); ++i) { output.push_back(location(input_[i].rv_data)); } return output; }
std::vector<float> __convert_to_numbers_vector(game_value input__) { std::vector<float> output; for (uint32_t i = 0; i < input__.length(); ++i) { output.push_back(input__[i]); } return output; }
std::vector<bool> __convert_to_booleans_vector(game_value input__) { std::vector<bool> output; for (uint32_t i = 0; i < input__.length(); ++i) { output.push_back(input__[i]); } return output; }
intersect_surfaces_list __line_intersects_surfaces(const game_value& intersects_value_) { intersect_surfaces_list output; for (uint32_t i = 0; i < intersects_value_.length(); ++i) { game_value element = intersects_value_[i]; intersect_surfaces surfaces; // Our intersecting surfaces surfaces.intersect_pos_asl = element[0]; // the actual position where line intersects 1st surface surfaces.surface_normal = element[1]; // a normal to the intersected surface // translating objects surfaces.intersect_object = element[2]; // the object the surface belongs to (could be proxy object) surfaces.parent_object = element[3]; // the object proxy object belongs to (not always the same as intersect object) output.push_back(surfaces); // Store the surfaces for our return } return output; }