#ifndef GODOT_VECTOR3_H #define GODOT_VECTOR3_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED typedef struct godot_vector3 { uint8_t _dont_touch_that[12]; } godot_vector3; #endif #include "../godot.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); void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val); godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis); godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v); godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v); godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v); 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 */ 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); // @Incomplete /* * slide * reflect */ 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); void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); 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 */ #ifdef __cplusplus } #endif #endif // GODOT_VECTOR3_H