vector3i.cpp 3.0 KB

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  1. /*************************************************************************/
  2. /* vector3i.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include <godot_cpp/variant/vector3i.hpp>
  31. #include <godot_cpp/core/error_macros.hpp>
  32. #include <godot_cpp/variant/string.hpp>
  33. #include <godot_cpp/variant/vector3.hpp>
  34. namespace godot {
  35. void Vector3i::set_axis(int p_axis, int32_t p_value) {
  36. ERR_FAIL_INDEX(p_axis, 3);
  37. coord[p_axis] = p_value;
  38. }
  39. int32_t Vector3i::get_axis(int p_axis) const {
  40. ERR_FAIL_INDEX_V(p_axis, 3, 0);
  41. return operator[](p_axis);
  42. }
  43. int Vector3i::min_axis() const {
  44. return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
  45. }
  46. int Vector3i::max_axis() const {
  47. return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
  48. }
  49. Vector3i::operator String() const {
  50. return (String::num(x, 0) + ", " + String::num(y, 0) + ", " + String::num(z, 5));
  51. }
  52. Vector3i::operator Vector3() const {
  53. return Vector3((real_t)x, (real_t)y, (real_t)z);
  54. }
  55. } // namespace godot