text: #ifndef VECTOR3_H
  #define VECTOR3_H
  
  #include <gdnative/vector3.h>
  
  #include "Defs.hpp"
  
  #include "String.hpp"
  
  #include <cmath>
  
  namespace godot {
  
  class Basis;
  
  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]; // Not for direct access, use [] operator instead
  	};
  
  	inline Vector3(real_t x, real_t y, real_t z) {
  		this->x = x;
  		this->y = y;
  		this->z = z;
  	}
  
  	inline Vector3() {
  		this->x = 0;
  		this->y = 0;
  		this->z = 0;
  	}
  
  	inline const real_t &operator[](int p_axis) const {
  		return coord[p_axis];
  	}
  
  	inline real_t &operator[](int p_axis) {
  		return coord[p_axis];
  	}
  
  	inline Vector3 &operator+=(const Vector3 &p_v) {
  		x += p_v.x;
  		y += p_v.y;
  		z += p_v.z;
  		return *this;
  	}
  
  	inline Vector3 operator+(const Vector3 &p_v) const {
  		Vector3 v = *this;
  		v += p_v;
  		return v;
  	}
  
  	inline Vector3 &operator-=(const Vector3 &p_v) {
  		x -= p_v.x;
  		y -= p_v.y;
  		z -= p_v.z;
  		return *this;
  	}
  
  	inline Vector3 operator-(const Vector3 &p_v) const {
  		Vector3 v = *this;
  		v -= p_v;
  		return v;
  	}
  
  	inline Vector3 &operator*=(const Vector3 &p_v) {
  		x *= p_v.x;
  		y *= p_v.y;
  		z *= p_v.z;
  		return *this;
  	}
  
  	inline Vector3 operator*(const Vector3 &p_v) const {
  		Vector3 v = *this;
  		v *= p_v;
  		return v;
  	}
  
  	inline Vector3 &operator/=(const Vector3 &p_v) {
  		x /= p_v.x;
  		y /= p_v.y;
  		z /= p_v.z;
  		return *this;
  	}
  
  	inline Vector3 operator/(const Vector3 &p_v) const {
  		Vector3 v = *this;
  		v /= p_v;
  		return v;
  	}
  
  	inline Vector3 &operator*=(real_t p_scalar) {
  		*this *= Vector3(p_scalar, p_scalar, p_scalar);
  		return *this;
  	}
  
  	inline Vector3 operator*(real_t p_scalar) const {
  		Vector3 v = *this;
  		v *= p_scalar;
  		return v;
  	}
  
  	inline Vector3 &operator/=(real_t p_scalar) {
  		*this /= Vector3(p_scalar, p_scalar, p_scalar);
  		return *this;
  	}
  
  	inline Vector3 operator/(real_t p_scalar) const {
  		Vector3 v = *this;
  		v /= p_scalar;
  		return v;
  	}
  
  	inline Vector3 operator-() const {
  		return Vector3(-x, -y, -z);
  	}
  
  	inline bool operator==(const Vector3 &p_v) const {
  		return (x == p_v.x && y == p_v.y && z == p_v.z);
  	}
  
  	inline bool operator!=(const Vector3 &p_v) const {
  		return (x != p_v.x || y != p_v.y || z != p_v.z);
  	}
  
  	bool operator<(const Vector3 &p_v) const;
  
  	bool operator<=(const Vector3 &p_v) const;
  
  	inline Vector3 abs() const {
  		return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
  	}
  
  	inline Vector3 ceil() const {
  		return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
  	}
  
  	inline Vector3 cross(const Vector3 &b) const {
  		Vector3 ret(
  				(y * b.z) - (z * b.y),
  				(z * b.x) - (x * b.z),
  				(x * b.y) - (y * b.x));
  
  		return ret;
  	}
  
  	inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const {
  		return Vector3(
  				x + (p_t * (p_b.x - x)),
  				y + (p_t * (p_b.y - y)),
  				z + (p_t * (p_b.z - z)));
  	}
  
  	Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
  
  	Vector3 bounce(const Vector3 &p_normal) const {
  		return -reflect(p_normal);
  	}
  
  	inline real_t length() const {
  		real_t x2 = x * x;
  		real_t y2 = y * y;
  		real_t z2 = z * z;
  
  		return ::sqrt(x2 + y2 + z2);
  	}
  
  	inline real_t length_squared() const {
  		real_t x2 = x * x;
  		real_t y2 = y * y;
  		real_t z2 = z * z;
  
  		return x2 + y2 + z2;
  	}
  
  	inline real_t distance_squared_to(const Vector3 &b) const {
  		return (b - *this).length_squared();
  	}
  
  	inline real_t distance_to(const Vector3 &b) const {
  		return (b - *this).length();
  	}
  
  	inline real_t dot(const Vector3 &b) const {
  		return x * b.x + y * b.y + z * b.z;
  	}
  
  	inline real_t angle_to(const Vector3 &b) const {
  		return std::atan2(cross(b).length(), dot(b));
  	}
  
  	inline Vector3 floor() const {
  		return Vector3(::floor(x), ::floor(y), ::floor(z));
  	}
  
  	inline Vector3 inverse() const {
  		return Vector3(1.f / x, 1.f / y, 1.f / z);
  	}
  
  	inline bool is_normalized() const {
  		return std::abs(length_squared() - 1.f) < 0.00001f;
  	}
  
  	Basis outer(const Vector3 &b) const;
  
  	int max_axis() const;
  
  	int min_axis() const;
  
  	inline void normalize() {
  		real_t l = length();
  		if (l == 0) {
  			x = y = z = 0;
  		} else {
  			x /= l;
  			y /= l;
  			z /= l;
  		}
  	}
  
  	inline Vector3 normalized() const {
  		Vector3 v = *this;
  		v.normalize();
  		return v;
  	}
  
  	inline Vector3 reflect(const Vector3 &by) const {
  		return by - *this * this->dot(by) * 2.f;
  	}
  
  	inline Vector3 rotated(const Vector3 &axis, const real_t phi) const {
  		Vector3 v = *this;
  		v.rotate(axis, phi);
  		return v;
  	}
  
  	void rotate(const Vector3 &p_axis, real_t p_phi);
  
  	inline Vector3 slide(const Vector3 &by) const {
  		return by - *this * this->dot(by);
  	}
  
  	void snap(real_t p_val);
  
  	inline Vector3 snapped(const float by) {
  		Vector3 v = *this;
  		v.snap(by);
  		return v;
  	}
  
  	operator String() const;
  };
  
  inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
  	return p_vec * p_scalar;
  }
  
  inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
  
  	return p_a.cross(p_b);
  }
  
  } // namespace godot
  
  #endif // VECTOR3_H
  