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#include "godot_vector3.h"
#include "math/vector3.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector3_api_anchor() {
}
void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
Vector3 *v = (Vector3 *)p_v;
*v = Vector3(p_x, p_y, p_z);
}
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
Vector3 *v = (Vector3 *)p_v;
v->set_axis(p_axis, p_val);
}
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) {
Vector3 *v = (Vector3 *)p_v;
return v->get_axis(p_axis);
}
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->min_axis();
}
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->max_axis();
}
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->length_squared();
}
void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
v->normalize();
}
void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
Vector3 *src = (Vector3 *)p_src;
Vector3 *dest = (Vector3 *)p_dest;
*dest = src->normalized();
}
/*
* 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) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return a->distance_to(*b);
}
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return a->distance_squared_to(*b);
}
/*
* slide
* reflect
*/
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a + *b;
}
void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a - *b;
}
void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a * *b;
}
void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
*dest = *a * p_b;
}
void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a / *b;
}
void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
*dest = *a / p_b;
}
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return *a < *b;
}
#ifdef __cplusplus
}
#endif
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