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-rw-r--r--include/core/Vector3.hpp146
1 files changed, 146 insertions, 0 deletions
diff --git a/include/core/Vector3.hpp b/include/core/Vector3.hpp
new file mode 100644
index 0000000..52a5d73
--- /dev/null
+++ b/include/core/Vector3.hpp
@@ -0,0 +1,146 @@
+#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