godot-cpp/include/godot_cpp/core/Vector3.h

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#ifndef VECTOR3_H
#define VECTOR3_H
#include "Defs.h"
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#include "String.h"
namespace godot {
struct 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;
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};
inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
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{
return p_vec * p_scalar;
}
inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
return p_a.cross(p_b);
}
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}
#endif // VECTOR3_H