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#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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#define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#endif
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#include <string>
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#include "./raylib-cpp-utils.hpp"
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#include "./raylib.hpp"
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#include "./raymath.hpp"
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namespace raylib {
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/**
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* Vector3 type
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*/
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class Vector3 : public ::Vector3 {
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public:
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constexpr Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {}
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constexpr Vector3(float x = 0, float y = 0, float z = 0) : ::Vector3{x, y, z} {}
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Vector3(::Color color) { set(ColorToHSV(color)); }
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GETTERSETTER(float, X, x)
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GETTERSETTER(float, Y, y)
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GETTERSETTER(float, Z, z)
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Vector3& operator=(const ::Vector3& vector3) {
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set(vector3);
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return *this;
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}
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constexpr bool operator==(const ::Vector3& other) const { return x == other.x && y == other.y && z == other.z; }
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constexpr bool operator!=(const ::Vector3& other) const { return !(*this == other); }
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RLCPP_NODISCARD std::string ToString() const { return TextFormat("Vector3(%f, %f, %f)", x, y, z); }
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operator std::string() const { return ToString(); }
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#ifndef RAYLIB_CPP_NO_MATH
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/**
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* Add two vectors
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*/
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RLCPP_NODISCARD Vector3 Add(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); }
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/**
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* Add two vectors
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*/
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Vector3 operator+(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); }
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Vector3& operator+=(const ::Vector3& vector3) {
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set(Vector3Add(*this, vector3));
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return *this;
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}
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/**
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* Add vector and float value
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*/
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RLCPP_NODISCARD Vector3 Add(float value) const {
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return Vector3AddValue(*this, value);
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}
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/**
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* Add vector and float value
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*/
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Vector3 operator+(float value) const {
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return Vector3AddValue(*this, value);
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}
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Vector3& operator+=(float value) {
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set(Vector3AddValue(*this, value));
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return *this;
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}
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/**
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* Subtract two vectors.
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*/
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RLCPP_NODISCARD Vector3 Subtract(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); }
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/**
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* Subtract two vectors.
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*/
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Vector3 operator-(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); }
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Vector3& operator-=(const ::Vector3& vector3) {
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set(Vector3Subtract(*this, vector3));
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return *this;
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}
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/**
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* Subtract vector by float value
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*/
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RLCPP_NODISCARD Vector3 Subtract(float value) const {
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return Vector3SubtractValue(*this, value);
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}
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/**
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* Subtract vector by float value
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*/
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Vector3 operator-(float value) const {
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return Vector3SubtractValue(*this, value);
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}
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Vector3& operator-=(float value) {
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set(Vector3SubtractValue(*this, value));
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return *this;
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}
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/**
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* Negate provided vector (invert direction)
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*/
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RLCPP_NODISCARD Vector3 Negate() const { return Vector3Negate(*this); }
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/**
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* Negate provided vector (invert direction)
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*/
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Vector3 operator-() const { return Vector3Negate(*this); }
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/**
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* Multiply vector by vector
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*/
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RLCPP_NODISCARD Vector3 Multiply(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); }
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/**
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* Multiply vector by vector
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*/
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Vector3 operator*(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); }
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/**
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* Multiply vector by vector
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*/
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Vector3& operator*=(const ::Vector3& vector3) {
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set(Vector3Multiply(*this, vector3));
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return *this;
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}
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/**
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* Multiply vector by scalar
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*/
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RLCPP_NODISCARD Vector3 Scale(const float scaler) const { return Vector3Scale(*this, scaler); }
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/**
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* Multiply vector by scalar
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*/
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Vector3 operator*(const float scaler) const { return Vector3Scale(*this, scaler); }
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/**
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* Multiply vector by scalar
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*/
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Vector3& operator*=(const float scaler) {
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set(Vector3Scale(*this, scaler));
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return *this;
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}
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/**
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* Divide vector by vector
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*/
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RLCPP_NODISCARD Vector3 Divide(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); }
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/**
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* Divide vector by vector
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*/
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Vector3 operator/(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); }
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/**
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* Divide vector by vector
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*/
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Vector3& operator/=(const ::Vector3& vector3) {
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x /= vector3.x;
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y /= vector3.y;
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z /= vector3.z;
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return *this;
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}
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/**
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* Divide a vector by a value.
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*/
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RLCPP_NODISCARD Vector3 Divide(const float div) const { return ::Vector3{x / div, y / div, z / div}; }
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/**
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* Divide a vector by a value.
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*/
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Vector3 operator/(const float div) const { return Divide(div); }
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/**
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* Divide a vector by a value.
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*/
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Vector3& operator/=(const float div) {
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x /= div;
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y /= div;
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z /= div;
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return *this;
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}
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/**
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* Calculate vector length
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*/
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RLCPP_NODISCARD float Length() const { return Vector3Length(*this); }
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/**
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* Calculate vector square length
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*/
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RLCPP_NODISCARD float LengthSqr() const { return Vector3LengthSqr(*this); }
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RLCPP_NODISCARD Vector3 Normalize() const { return Vector3Normalize(*this); }
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RLCPP_NODISCARD float DotProduct(const ::Vector3& vector3) const { return Vector3DotProduct(*this, vector3); }
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RLCPP_NODISCARD float Distance(const ::Vector3& vector3) const { return Vector3Distance(*this, vector3); }
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RLCPP_NODISCARD Vector3 Lerp(const ::Vector3& vector3, const float amount) const { return Vector3Lerp(*this, vector3, amount); }
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RLCPP_NODISCARD Vector3 CrossProduct(const ::Vector3& vector3) const { return Vector3CrossProduct(*this, vector3); }
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RLCPP_NODISCARD Vector3 Perpendicular() const { return Vector3Perpendicular(*this); }
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RLCPP_NODISCARD Vector3 Project(const ::Vector3& vector3) const { return Vector3Project(*this, vector3); }
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RLCPP_NODISCARD Vector3 Reject(const ::Vector3& vector3) const { return Vector3Reject(*this, vector3); }
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void OrthoNormalize(::Vector3* vector3) { Vector3OrthoNormalize(this, vector3); }
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RLCPP_NODISCARD Vector3 Transform(const ::Matrix& matrix) const { return Vector3Transform(*this, matrix); }
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RLCPP_NODISCARD Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const {
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return Vector3RotateByQuaternion(*this, quaternion);
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}
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RLCPP_NODISCARD Vector3 Reflect(const ::Vector3& normal) const { return Vector3Reflect(*this, normal); }
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RLCPP_NODISCARD Vector3 Min(const ::Vector3& vector3) const { return Vector3Min(*this, vector3); }
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RLCPP_NODISCARD Vector3 Max(const ::Vector3& vector3) const { return Vector3Max(*this, vector3); }
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RLCPP_NODISCARD Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const {
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return Vector3Barycenter(*this, a, b, c);
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}
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static Vector3 Zero() { return Vector3Zero(); }
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static Vector3 One() { return Vector3One(); }
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#endif
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void DrawLine3D(const ::Vector3& endPos, ::Color color) const { ::DrawLine3D(*this, endPos, color); }
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void DrawPoint3D(::Color color) const { ::DrawPoint3D(*this, color); }
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void DrawCircle3D(float radius, const ::Vector3& rotationAxis, float rotationAngle, Color color) const {
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::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
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}
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void DrawCube(float width, float height, float length, ::Color color) const {
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::DrawCube(*this, width, height, length, color);
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}
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void DrawCube(const ::Vector3& size, ::Color color) const { ::DrawCubeV(*this, size, color); }
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void DrawCubeWires(float width, float height, float length, ::Color color) const {
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::DrawCubeWires(*this, width, height, length, color);
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}
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void DrawCubeWires(const ::Vector3& size, ::Color color) const { ::DrawCubeWiresV(*this, size, color); }
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void DrawSphere(float radius, ::Color color) const { ::DrawSphere(*this, radius, color); }
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void DrawSphere(float radius, int rings, int slices, ::Color color) const {
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::DrawSphereEx(*this, radius, rings, slices, color);
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}
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void DrawSphereWires(float radius, int rings, int slices, ::Color color) const {
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::DrawSphereWires(*this, radius, rings, slices, color);
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}
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void DrawCylinder(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const {
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::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
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}
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void DrawCylinderWires(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const {
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::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
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}
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void DrawPlane(const ::Vector2& size, ::Color color) const { ::DrawPlane(*this, size, color); }
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/**
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* Detect collision between two spheres
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*/
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RLCPP_NODISCARD bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const {
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return CheckCollisionSpheres(*this, radius1, center2, radius2);
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}
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protected:
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void set(const ::Vector3& vec) {
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x = vec.x;
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y = vec.y;
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z = vec.z;
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}
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};
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} // namespace raylib
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using RVector3 = raylib::Vector3;
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#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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