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Merge pull request #8411 from touilleMan/gdnative-vector2-vector3

[GDnative] Implement missing functions in gdnative vector2 and vector3 bindings
Thomas Herzog пре 8 година
родитељ
комит
b7ce1601a3

+ 1 - 0
modules/gdnative/godot/godot_basis.h

@@ -43,6 +43,7 @@ typedef struct godot_basis {
 #endif
 
 #include "../godot.h"
+#include "godot_quat.h"
 
 void GDAPI godot_basis_new(godot_basis *p_basis);
 void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler);

+ 153 - 14
modules/gdnative/godot/godot_vector2.cpp

@@ -35,10 +35,10 @@
 extern "C" {
 #endif
 
-void _vector2_api_anchor() {
-}
+void _vector2_api_anchor() {}
 
-void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) {
+void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x,
+		godot_real p_y) {
 	Vector2 *v = (Vector2 *)p_v;
 	v->x = p_x;
 	v->y = p_y;
@@ -67,7 +67,8 @@ void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
 	Vector2 *v = (Vector2 *)p_v;
 	v->normalize();
 }
-void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) {
+void GDAPI godot_vector2_normalized(godot_vector2 *p_dest,
+		const godot_vector2 *p_src) {
 	Vector2 *v = (Vector2 *)p_src;
 	Vector2 *d = (Vector2 *)p_dest;
 
@@ -84,70 +85,208 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
 	return v->length_squared();
 }
 
-godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
+godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *a = (Vector2 *)p_a;
 	Vector2 *b = (Vector2 *)p_b;
 	return a->distance_to(*b);
 }
 
-godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
+godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *a = (Vector2 *)p_a;
 	Vector2 *b = (Vector2 *)p_b;
 	return a->distance_squared_to(*b);
 }
 
-void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
+void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	*dest = *a + *b;
 }
 
-void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
+void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	*dest = *a - *b;
 }
 
-void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
+void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	*dest = *a * *b;
 }
 
-void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
+void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_real p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	*dest = *a * p_b;
 }
 
-void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
+void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	*dest = *a / *b;
 }
 
-void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
+void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest,
+		const godot_vector2 *p_a,
+		const godot_real p_b) {
 	Vector2 *dest = (Vector2 *)p_dest;
 	const Vector2 *a = (Vector2 *)p_a;
 	*dest = *a / p_b;
 }
 
-godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) {
+godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	return *a == *b;
 }
 
-godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) {
+godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a,
+		const godot_vector2 *p_b) {
 	const Vector2 *a = (Vector2 *)p_a;
 	const Vector2 *b = (Vector2 *)p_b;
 	return *a < *b;
 }
 
+void GDAPI godot_vector2_abs(godot_vector2 *p_dest,
+		const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->abs();
+}
+
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	return src->angle();
+}
+
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src,
+		const godot_vector2 *p_to) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *to = (Vector2 *)p_to;
+	return src->angle_to(*to);
+}
+
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src,
+		const godot_vector2 *p_to) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *to = (Vector2 *)p_to;
+	return src->angle_to_point(*to);
+}
+
+void GDAPI godot_vector2_clamped(godot_vector2 *p_dest,
+		const godot_vector2 *p_src,
+		godot_real length) {
+	const Vector2 *src = (Vector2 *)p_src;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->clamped(length);
+}
+
+void GDAPI godot_vector2_cubic_interpolate(
+		godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_b,
+		const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, godot_real t) {
+	Vector2 *dest = (Vector2 *)p_dest;
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *b = (Vector2 *)p_b;
+	const Vector2 *pre_a = (Vector2 *)p_pre_a;
+	const Vector2 *post_b = (Vector2 *)p_post_b;
+	*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
+}
+
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src,
+		const godot_vector2 *p_with) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *with = (Vector2 *)p_with;
+	return src->dot(*with);
+}
+
+void GDAPI godot_vector2_floor(godot_vector2 *p_dest,
+		const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->floor();
+}
+
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	return src->aspect();
+}
+
+void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest,
+		const godot_vector2 *p_src,
+		const godot_vector2 *p_b,
+		godot_real t) {
+	Vector2 *dest = (Vector2 *)p_dest;
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *b = (Vector2 *)p_b;
+	*dest = src->linear_interpolate(*b, t);
+}
+
+void GDAPI godot_vector2_reflect(godot_vector2 *p_dest,
+		const godot_vector2 *p_src,
+		const godot_vector2 *p_vec) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *vec = (Vector2 *)p_vec;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->reflect(*vec);
+}
+
+void GDAPI godot_vector2_rotated(godot_vector2 *p_dest,
+		const godot_vector2 *p_src, godot_real phi) {
+	const Vector2 *src = (Vector2 *)p_src;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->rotated(phi);
+}
+
+void GDAPI godot_vector2_slide(godot_vector2 *p_dest,
+		const godot_vector2 *p_src,
+		godot_vector2 *p_vec) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *vec = (Vector2 *)p_vec;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->slide(*vec);
+}
+
+void GDAPI godot_vector2_snapped(godot_vector2 *p_dest,
+		const godot_vector2 *p_src,
+		godot_vector2 *p_by) {
+	const Vector2 *src = (Vector2 *)p_src;
+	const Vector2 *by = (Vector2 *)p_by;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->snapped(*by);
+}
+
+void GDAPI godot_vector2_tangent(godot_vector2 *p_dest,
+		const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	Vector2 *dest = (Vector2 *)p_dest;
+	*dest = src->tangent();
+}
+
+void GDAPI godot_vector2_to_string(godot_string *p_dest,
+		const godot_vector2 *p_src) {
+	const Vector2 *src = (Vector2 *)p_src;
+	String *dest = (String *)p_dest;
+	*dest = "(" + *src + ")";
+}
+
 #ifdef __cplusplus
 }
 #endif

+ 19 - 28
modules/gdnative/godot/godot_vector2.h

@@ -61,34 +61,25 @@ godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v);
 godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
 godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
 
-// @Incomplete
-/*
- * missing:
- *
- *	angle_to
- *	angle_to_point
- *	dot
- *	cross_vector
- *	cross_scalar
- *	project
- *	plane_project
- *	clamped
- *	linear_interpolate
- *	cubic_interpolate
- *	cubic_interpolate_soft
- *	slide
- *	reflect
- *	angle
- *	abs
- *	rotated
- *	tangent
- *	floor
- *	snapped
- *	aspect
- *
- *
- *	to_string
- */
+void GDAPI godot_vector2_abs(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_src, const godot_vector2 *p_to);
+godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_src, const godot_vector2 *p_to);
+void GDAPI godot_vector2_clamped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real length);
+void GDAPI godot_vector2_cubic_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+		const godot_vector2 *p_b, const godot_vector2 *p_pre_a,
+		const godot_vector2 *p_post_b, godot_real t);
+godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_src, const godot_vector2 *p_with);
+void GDAPI godot_vector2_floor(godot_vector2 *p_dest, const godot_vector2 *p_src);
+godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_src);
+void GDAPI godot_vector2_linear_interpolate(godot_vector2 *p_dest, const godot_vector2 *p_src,
+		const godot_vector2 *p_b, godot_real t);
+void GDAPI godot_vector2_reflect(godot_vector2 *p_dest, const godot_vector2 *p_src, const godot_vector2 *p_vec);
+void GDAPI godot_vector2_rotated(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_real phi);
+void GDAPI godot_vector2_slide(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_vec);
+void GDAPI godot_vector2_snapped(godot_vector2 *p_dest, const godot_vector2 *p_src, godot_vector2 *p_by);
+void GDAPI godot_vector2_tangent(godot_vector2 *p_dest, const godot_vector2 *p_src);
+void GDAPI godot_vector2_to_string(godot_string *p_dest, const godot_vector2 *p_src);
 
 void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
 void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);

+ 141 - 24
modules/gdnative/godot/godot_vector3.cpp

@@ -84,26 +84,115 @@ void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *
 	*dest = src->normalized();
 }
 
-/*
- * inverse
- * zero
- * snap
- * snapped
- * rotate
- * rotated
- *
- *
- * linear_interpolate
- * cubic_interpolate
- * cubic_interpolaten
- * cross
- * dot
- * outer
- * to_diagonal_matrix
- * abs
- * floor
- * ceil
- */
+void godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	*dest = src->inverse();
+}
+
+void godot_vector3_zero(godot_vector3 *p_src) {
+	Vector3 *src = (Vector3 *)p_src;
+	src->zero();
+}
+
+void godot_vector3_snap(godot_vector3 *p_src, godot_real val) {
+	Vector3 *src = (Vector3 *)p_src;
+	src->snap(val);
+}
+
+void godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	*dest = src->snapped(val);
+}
+
+void godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi) {
+	Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *axis = (Vector3 *)p_axis;
+	src->rotate(*axis, phi);
+}
+
+void godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_axis, godot_real phi) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *axis = (Vector3 *)p_axis;
+	*dest = src->rotated(*axis, phi);
+}
+
+void godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, godot_real t) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	*dest = src->linear_interpolate(*b, t);
+}
+
+void godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
+		const godot_vector3 *p_post_b, godot_real t) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	const Vector3 *pre_a = (Vector3 *)p_pre_a;
+	const Vector3 *post_b = (Vector3 *)p_post_b;
+	*dest = src->cubic_interpolate(*b, *pre_a, *post_b, t);
+}
+
+void godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
+		const godot_vector3 *p_post_b, godot_real t) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	const Vector3 *pre_a = (Vector3 *)p_pre_a;
+	const Vector3 *post_b = (Vector3 *)p_post_b;
+	*dest = src->cubic_interpolaten(*b, *pre_a, *post_b, t);
+}
+
+void godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	*dest = src->cross(*b);
+}
+
+godot_real godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b) {
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	return src->dot(*b);
+}
+
+void godot_vector3_outer(godot_basis *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b) {
+	Basis *dest = (Basis *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *b = (Vector3 *)p_b;
+	*dest = src->outer(*b);
+}
+
+void godot_vector3_to_diagonal_matrix(godot_basis *p_dest, const godot_vector3 *p_src) {
+	Basis *dest = (Basis *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	*dest = src->to_diagonal_matrix();
+}
+
+void godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	*dest = src->abs();
+}
+
+void godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+	Vector3 *dest = (Vector3 *)p_dest;
+	const Vector3 *src = (Vector3 *)p_src;
+	*dest = src->floor();
+}
+
+void godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src) {
+	const Vector3 *src = (Vector3 *)p_src;
+	Vector3 *dest = (Vector3 *)p_dest;
+	*dest = src->ceil();
+}
 
 godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
 	Vector3 *a = (Vector3 *)p_a;
@@ -117,10 +206,32 @@ godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, con
 	return a->distance_squared_to(*b);
 }
 
-/*
- * slide
- * reflect
- */
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
+	Vector3 *a = (Vector3 *)p_a;
+	Vector3 *b = (Vector3 *)p_b;
+	return a->angle_to(*b);
+}
+
+void godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *vec = (Vector3 *)p_vec;
+	Vector3 *dest = (Vector3 *)p_dest;
+	*dest = src->slide(*vec);
+}
+
+void godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *vec = (Vector3 *)p_vec;
+	Vector3 *dest = (Vector3 *)p_dest;
+	*dest = src->bounce(*vec);
+}
+
+void godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec) {
+	const Vector3 *src = (Vector3 *)p_src;
+	const Vector3 *vec = (Vector3 *)p_vec;
+	Vector3 *dest = (Vector3 *)p_dest;
+	*dest = src->reflect(*vec);
+}
 
 void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
 	Vector3 *dest = (Vector3 *)p_dest;
@@ -174,6 +285,12 @@ godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const god
 	return *a < *b;
 }
 
+void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src) {
+	const Vector3 *src = (Vector3 *)p_src;
+	String *dest = (String *)p_dest;
+	*dest = "(" + *src + ")";
+}
+
 #ifdef __cplusplus
 }
 #endif

+ 32 - 30
modules/gdnative/godot/godot_vector3.h

@@ -42,7 +42,12 @@ typedef struct godot_vector3 {
 } godot_vector3;
 #endif
 
+#define GODOT_VECTOR3_AXIX_X 0
+#define GODOT_VECTOR3_AXIX_Y 1
+#define GODOT_VECTOR3_AXIX_Z 2
+
 #include "../godot.h"
+#include "godot_basis.h"
 
 void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z);
 
@@ -58,37 +63,36 @@ godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v);
 void GDAPI godot_vector3_normalize(godot_vector3 *p_v);
 void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src);
 
-// @Incomplete
-
-/*
- * inverse
- * zero
- * snap
- * snapped
- * rotate
- * rotated
- *
- *
- * linear_interpolate
- * cubic_interpolate
- * cubic_interpolaten
- * cross
- * dot
- * outer
- * to_diagonal_matrix
- * abs
- * floor
- * ceil
- */
+void GDAPI godot_vector3_inverse(godot_vector3 *p_dest, const godot_vector3 *p_src);
+void GDAPI godot_vector3_zero(godot_vector3 *p_src);
+void GDAPI godot_vector3_snap(godot_vector3 *p_src, godot_real val);
+void GDAPI godot_vector3_snapped(godot_vector3 *p_dest, const godot_vector3 *p_src, godot_real val);
+void GDAPI godot_vector3_rotate(godot_vector3 *p_src, const godot_vector3 *p_axis, godot_real phi);
+void GDAPI godot_vector3_rotated(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_axis, godot_real phi);
+void GDAPI godot_vector3_linear_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, godot_real t);
+void GDAPI godot_vector3_cubic_interpolate(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
+		const godot_vector3 *p_post_b, godot_real t);
+void GDAPI godot_vector3_cubic_interpolaten(godot_vector3 *p_dest, const godot_vector3 *p_src,
+		const godot_vector3 *p_b, const godot_vector3 *p_pre_a,
+		const godot_vector3 *p_post_b, godot_real t);
+void GDAPI godot_vector3_cross(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
+godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_src, const godot_vector3 *p_b);
+void GDAPI godot_vector3_outer(godot_basis *dest, const godot_vector3 *p_src, const godot_vector3 *p_b);
+void GDAPI godot_vector3_to_diagonal_matrix(godot_basis *dest, const godot_vector3 *p_src);
+void GDAPI godot_vector3_abs(godot_vector3 *p_dest, const godot_vector3 *p_src);
+void GDAPI godot_vector3_floor(godot_vector3 *p_dest, const godot_vector3 *p_src);
+void GDAPI godot_vector3_ceil(godot_vector3 *p_dest, const godot_vector3 *p_src);
 
 godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
 godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
+godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
 
-// @Incomplete
-/*
- * slide
- * reflect
- */
+void GDAPI godot_vector3_slide(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
+void GDAPI godot_vector3_bounce(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
+void GDAPI godot_vector3_reflect(godot_vector3 *p_dest, const godot_vector3 *p_src, const godot_vector3 *p_vec);
 
 void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
 void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
@@ -100,9 +104,7 @@ void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const god
 godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b);
 godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b);
 
-/*
- * to_string
- */
+void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src);
 
 #ifdef __cplusplus
 }