godot/core/math/vector3.h

/**************************************************************************/
/*  vector3.h                                                             */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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 VECTOR3_H
#define VECTOR3_H

#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
#include "core/string/ustring.h"

struct Basis;
struct Vector2;
struct Vector3i;

struct [[nodiscard]] Vector3 {};

Vector3 Vector3::cross(const Vector3 &p_with) const {}

real_t Vector3::dot(const Vector3 &p_with) const {}

Vector3 Vector3::abs() const {}

Vector3 Vector3::sign() const {}

Vector3 Vector3::floor() const {}

Vector3 Vector3::ceil() const {}

Vector3 Vector3::round() const {}

Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {}

Vector3 Vector3::slerp(const Vector3 &p_to, real_t p_weight) const {}

Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {}

Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {}

Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, real_t p_t) const {}

Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, real_t p_t) const {}

real_t Vector3::distance_to(const Vector3 &p_to) const {}

real_t Vector3::distance_squared_to(const Vector3 &p_to) const {}

Vector3 Vector3::posmod(real_t p_mod) const {}

Vector3 Vector3::posmodv(const Vector3 &p_modv) const {}

Vector3 Vector3::project(const Vector3 &p_to) const {}

real_t Vector3::angle_to(const Vector3 &p_to) const {}

real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {}

Vector3 Vector3::direction_to(const Vector3 &p_to) const {}

/* Operators */

Vector3 &Vector3::operator+=(const Vector3 &p_v) {}

Vector3 Vector3::operator+(const Vector3 &p_v) const {}

Vector3 &Vector3::operator-=(const Vector3 &p_v) {}

Vector3 Vector3::operator-(const Vector3 &p_v) const {}

Vector3 &Vector3::operator*=(const Vector3 &p_v) {}

Vector3 Vector3::operator*(const Vector3 &p_v) const {}

Vector3 &Vector3::operator/=(const Vector3 &p_v) {}

Vector3 Vector3::operator/(const Vector3 &p_v) const {}

Vector3 &Vector3::operator*=(real_t p_scalar) {}

// Multiplication operators required to workaround issues with LLVM using implicit conversion
// to Vector3i instead for integers where it should not.

_FORCE_INLINE_ Vector3 operator*(float p_scalar, const Vector3 &p_vec) {}

_FORCE_INLINE_ Vector3 operator*(double p_scalar, const Vector3 &p_vec) {}

_FORCE_INLINE_ Vector3 operator*(int32_t p_scalar, const Vector3 &p_vec) {}

_FORCE_INLINE_ Vector3 operator*(int64_t p_scalar, const Vector3 &p_vec) {}

Vector3 Vector3::operator*(real_t p_scalar) const {}

Vector3 &Vector3::operator/=(real_t p_scalar) {}

Vector3 Vector3::operator/(real_t p_scalar) const {}

Vector3 Vector3::operator-() const {}

bool Vector3::operator==(const Vector3 &p_v) const {}

bool Vector3::operator!=(const Vector3 &p_v) const {}

bool Vector3::operator<(const Vector3 &p_v) const {}

bool Vector3::operator>(const Vector3 &p_v) const {}

bool Vector3::operator<=(const Vector3 &p_v) const {}

bool Vector3::operator>=(const Vector3 &p_v) const {}

_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {}

_FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {}

real_t Vector3::length() const {}

real_t Vector3::length_squared() const {}

void Vector3::normalize() {}

Vector3 Vector3::normalized() const {}

bool Vector3::is_normalized() const {}

Vector3 Vector3::inverse() const {}

void Vector3::zero() {}

// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector3 Vector3::slide(const Vector3 &p_normal) const {}

Vector3 Vector3::bounce(const Vector3 &p_normal) const {}

Vector3 Vector3::reflect(const Vector3 &p_normal) const {}

#endif // VECTOR3_H