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+/*************************************************************************/
+/* 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 <stdint.h>
+
+#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