godot/core/math/vector3.cpp

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/*  vector3.cpp                                                           */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "vector3.h"

#include "core/math/basis.h"
#include "core/math/vector2.h"
#include "core/math/vector3i.h"
#include "core/string/ustring.h"

void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {}

Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {}

Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {}

Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {}

void Vector3::snap(const Vector3 &p_step) {}

Vector3 Vector3::snapped(const Vector3 &p_step) const {}

void Vector3::snapf(real_t p_step) {}

Vector3 Vector3::snappedf(real_t p_step) const {}

Vector3 Vector3::limit_length(real_t p_len) const {}

Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {}

Vector2 Vector3::octahedron_encode() const {}

Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {}

Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {}

Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign) {}

Basis Vector3::outer(const Vector3 &p_with) const {}

bool Vector3::is_equal_approx(const Vector3 &p_v) const {}

bool Vector3::is_zero_approx() const {}

bool Vector3::is_finite() const {}

operator String()

operator Vector3i()