/*************************************************************************/ /* godot_vector3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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 #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); 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); 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); 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); 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); void GDAPI godot_vector3_to_string(godot_string *p_dest, const godot_vector3 *p_src); #ifdef __cplusplus } #endif #endif // GODOT_VECTOR3_H