Vector3.hpp 2.2 KB

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  1. #ifndef VECTOR3_H
  2. #define VECTOR3_H
  3. #include "Defs.hpp"
  4. #include "String.hpp"
  5. namespace godot {
  6. struct Vector3 {
  7. enum Axis {
  8. AXIS_X,
  9. AXIS_Y,
  10. AXIS_Z,
  11. };
  12. union {
  13. struct {
  14. real_t x;
  15. real_t y;
  16. real_t z;
  17. };
  18. real_t coord[3];
  19. };
  20. Vector3(real_t x, real_t y, real_t z);
  21. Vector3();
  22. Vector3(const Vector3& b);
  23. const real_t& operator[](int p_axis) const;
  24. real_t& operator[](int p_axis);
  25. Vector3& operator+=(const Vector3& p_v);
  26. Vector3 operator+(const Vector3& p_v) const;
  27. Vector3& operator-=(const Vector3& p_v);
  28. Vector3 operator-(const Vector3& p_v) const;
  29. Vector3& operator*=(const Vector3& p_v);
  30. Vector3 operator*(const Vector3& p_v) const;
  31. Vector3& operator/=(const Vector3& p_v);
  32. Vector3 operator/(const Vector3& p_v) const;
  33. Vector3& operator*=(real_t p_scalar);
  34. Vector3 operator*(real_t p_scalar) const;
  35. Vector3& operator/=(real_t p_scalar);
  36. Vector3 operator/(real_t p_scalar) const;
  37. Vector3 operator-() const;
  38. bool operator==(const Vector3& p_v) const;
  39. bool operator!=(const Vector3& p_v) const;
  40. bool operator<(const Vector3& p_v) const;
  41. bool operator<=(const Vector3& p_v) const;
  42. Vector3 abs() const;
  43. Vector3 ceil() const;
  44. Vector3 cross(const Vector3& b) const;
  45. Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
  46. Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const;
  47. real_t length() const;
  48. real_t length_squared() const;
  49. real_t distance_squared_to(const Vector3& b) const;
  50. real_t distance_to(const Vector3& b) const;
  51. real_t dot(const Vector3& b) const;
  52. Vector3 floor() const;
  53. Vector3 inverse() const;
  54. int max_axis() const;
  55. int min_axis() const;
  56. void normalize();
  57. Vector3 normalized() const;
  58. Vector3 reflect(const Vector3& by) const;
  59. Vector3 rotated(const Vector3& axis, const real_t phi) const;
  60. void rotate(const Vector3& p_axis,real_t p_phi);
  61. Vector3 slide(const Vector3& by) const;
  62. void snap(real_t p_val);
  63. Vector3 snapped(const float by);
  64. operator String() const;
  65. };
  66. inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
  67. {
  68. return p_vec * p_scalar;
  69. }
  70. inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
  71. return p_a.cross(p_b);
  72. }
  73. }
  74. #endif // VECTOR3_H