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-rw-r--r--include/godot_cpp/variant/vector3.hpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/include/godot_cpp/variant/vector3.hpp b/include/godot_cpp/variant/vector3.hpp
index 1107bca..f256c38 100644
--- a/include/godot_cpp/variant/vector3.hpp
+++ b/include/godot_cpp/variant/vector3.hpp
@@ -82,10 +82,18 @@ struct _NO_DISCARD_ Vector3 {
return Vector3(MIN(x, p_vector3.x), MIN(y, p_vector3.y), MIN(z, p_vector3.z));
}
+ Vector3 minf(real_t p_scalar) const {
+ return Vector3(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
+ }
+
Vector3 max(const Vector3 &p_vector3) const {
return Vector3(MAX(x, p_vector3.x), MAX(y, p_vector3.y), MAX(z, p_vector3.z));
}
+ Vector3 maxf(real_t p_scalar) const {
+ return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
+ }
+
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
@@ -98,7 +106,9 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ void zero();
void snap(const Vector3 p_val);
+ void snapf(real_t p_val);
Vector3 snapped(const Vector3 p_val) const;
+ Vector3 snappedf(real_t p_val) const;
void rotate(const Vector3 &p_axis, const real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
@@ -128,6 +138,7 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const;
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
+ Vector3 clampf(real_t p_min, real_t p_max) const;
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;