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

[GDnative] Implement missing functions in gdnative vector2 and vector3 bindings
This commit is contained in:
Thomas Herzog 2017-04-15 01:38:38 +02:00 committed by GitHub
commit b7ce1601a3
5 changed files with 346 additions and 96 deletions

View file

@ -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);

View file

@ -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

View file

@ -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);

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@ -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

View file

@ -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
}