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- #ifndef VECTOR3_H
- #define VECTOR3_H
- #if defined(_WIN32)
- # ifdef _GD_CPP_CORE_API_IMPL
- # define GD_CPP_CORE_API __declspec(dllexport)
- # else
- # define GD_CPP_CORE_API __declspec(dllimport)
- # endif
- #else
- # define GD_CPP_CORE_API
- #endif
- #include "Defs.hpp"
- #include "String.hpp"
- namespace godot {
- struct GD_CPP_CORE_API Vector3 {
- enum Axis {
- AXIS_X,
- AXIS_Y,
- AXIS_Z,
- };
- union {
- struct {
- real_t x;
- real_t y;
- real_t z;
- };
- real_t coord[3];
- };
- Vector3(real_t x, real_t y, real_t z);
- Vector3();
- Vector3(const Vector3& b);
- const real_t& operator[](int p_axis) const;
- real_t& operator[](int p_axis);
- Vector3& operator+=(const Vector3& p_v);
- Vector3 operator+(const Vector3& p_v) const;
- Vector3& operator-=(const Vector3& p_v);
- Vector3 operator-(const Vector3& p_v) const;
- Vector3& operator*=(const Vector3& p_v);
- Vector3 operator*(const Vector3& p_v) const;
- Vector3& operator/=(const Vector3& p_v);
- Vector3 operator/(const Vector3& p_v) const;
- Vector3& operator*=(real_t p_scalar);
- Vector3 operator*(real_t p_scalar) const;
- Vector3& operator/=(real_t p_scalar);
- Vector3 operator/(real_t p_scalar) const;
- Vector3 operator-() const;
- bool operator==(const Vector3& p_v) const;
- bool operator!=(const Vector3& p_v) const;
- bool operator<(const Vector3& p_v) const;
- bool operator<=(const Vector3& p_v) const;
- Vector3 abs() const;
- Vector3 ceil() const;
- Vector3 cross(const Vector3& b) const;
- Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
- Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const;
- real_t length() const;
- real_t length_squared() const;
- real_t distance_squared_to(const Vector3& b) const;
- real_t distance_to(const Vector3& b) const;
- real_t dot(const Vector3& b) const;
- Vector3 floor() const;
- Vector3 inverse() const;
- int max_axis() const;
- int min_axis() const;
- void normalize();
- Vector3 normalized() const;
- Vector3 reflect(const Vector3& by) const;
- Vector3 rotated(const Vector3& axis, const real_t phi) const;
- void rotate(const Vector3& p_axis,real_t p_phi);
- Vector3 slide(const Vector3& by) const;
- void snap(real_t p_val);
- Vector3 snapped(const float by);
- operator String() const;
- };
- inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
- {
- return p_vec * p_scalar;
- }
- inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
- return p_a.cross(p_b);
- }
- }
- #endif // VECTOR3_H
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