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@@ -82,10 +82,18 @@ struct _NO_DISCARD_ Vector3 {
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return Vector3(MIN(x, p_vector3.x), MIN(y, p_vector3.y), MIN(z, p_vector3.z));
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}
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+ Vector3 minf(real_t p_scalar) const {
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+ return Vector3(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
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+ }
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+
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Vector3 max(const Vector3 &p_vector3) const {
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return Vector3(MAX(x, p_vector3.x), MAX(y, p_vector3.y), MAX(z, p_vector3.z));
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}
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+ Vector3 maxf(real_t p_scalar) const {
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+ return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
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+ }
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+
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_FORCE_INLINE_ real_t length() const;
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_FORCE_INLINE_ real_t length_squared() const;
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@@ -98,7 +106,9 @@ struct _NO_DISCARD_ Vector3 {
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_FORCE_INLINE_ void zero();
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void snap(const Vector3 p_val);
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+ void snapf(real_t p_val);
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Vector3 snapped(const Vector3 p_val) const;
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+ Vector3 snappedf(real_t p_val) const;
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void rotate(const Vector3 &p_axis, const real_t p_angle);
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Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
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@@ -128,6 +138,7 @@ struct _NO_DISCARD_ Vector3 {
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_FORCE_INLINE_ Vector3 ceil() const;
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_FORCE_INLINE_ Vector3 round() const;
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Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
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+ Vector3 clampf(real_t p_min, real_t p_max) const;
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_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
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_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
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