vector3i.hpp 7.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287
  1. /*************************************************************************/
  2. /* vector3i.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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. #ifndef GODOT_VECTOR3I_HPP
  31. #define GODOT_VECTOR3I_HPP
  32. #include <godot_cpp/core/math.hpp>
  33. #include <godot_cpp/variant/string.hpp>
  34. namespace godot {
  35. class Vector3i {
  36. _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
  37. friend class Variant;
  38. public:
  39. enum Axis {
  40. AXIS_X,
  41. AXIS_Y,
  42. AXIS_Z,
  43. };
  44. union {
  45. struct {
  46. int32_t x;
  47. int32_t y;
  48. int32_t z;
  49. };
  50. int32_t coord[3] = { 0 };
  51. };
  52. inline const int32_t &operator[](int p_axis) const {
  53. return coord[p_axis];
  54. }
  55. inline int32_t &operator[](int p_axis) {
  56. return coord[p_axis];
  57. }
  58. void set_axis(int p_axis, int32_t p_value);
  59. int32_t get_axis(int p_axis) const;
  60. int min_axis() const;
  61. int max_axis() const;
  62. inline void zero();
  63. inline Vector3i abs() const;
  64. inline Vector3i sign() const;
  65. /* Operators */
  66. inline Vector3i &operator+=(const Vector3i &p_v);
  67. inline Vector3i operator+(const Vector3i &p_v) const;
  68. inline Vector3i &operator-=(const Vector3i &p_v);
  69. inline Vector3i operator-(const Vector3i &p_v) const;
  70. inline Vector3i &operator*=(const Vector3i &p_v);
  71. inline Vector3i operator*(const Vector3i &p_v) const;
  72. inline Vector3i &operator/=(const Vector3i &p_v);
  73. inline Vector3i operator/(const Vector3i &p_v) const;
  74. inline Vector3i &operator%=(const Vector3i &p_v);
  75. inline Vector3i operator%(const Vector3i &p_v) const;
  76. inline Vector3i &operator*=(int32_t p_scalar);
  77. inline Vector3i operator*(int32_t p_scalar) const;
  78. inline Vector3i &operator/=(int32_t p_scalar);
  79. inline Vector3i operator/(int32_t p_scalar) const;
  80. inline Vector3i &operator%=(int32_t p_scalar);
  81. inline Vector3i operator%(int32_t p_scalar) const;
  82. inline Vector3i operator-() const;
  83. inline bool operator==(const Vector3i &p_v) const;
  84. inline bool operator!=(const Vector3i &p_v) const;
  85. inline bool operator<(const Vector3i &p_v) const;
  86. inline bool operator<=(const Vector3i &p_v) const;
  87. inline bool operator>(const Vector3i &p_v) const;
  88. inline bool operator>=(const Vector3i &p_v) const;
  89. operator String() const;
  90. inline Vector3i() {}
  91. inline Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
  92. x = p_x;
  93. y = p_y;
  94. z = p_z;
  95. }
  96. };
  97. Vector3i Vector3i::abs() const {
  98. return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
  99. }
  100. Vector3i Vector3i::sign() const {
  101. return Vector3i(Math::sign(x), Math::sign(y), Math::sign(z));
  102. }
  103. /* Operators */
  104. Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
  105. x += p_v.x;
  106. y += p_v.y;
  107. z += p_v.z;
  108. return *this;
  109. }
  110. Vector3i Vector3i::operator+(const Vector3i &p_v) const {
  111. return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
  112. }
  113. Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
  114. x -= p_v.x;
  115. y -= p_v.y;
  116. z -= p_v.z;
  117. return *this;
  118. }
  119. Vector3i Vector3i::operator-(const Vector3i &p_v) const {
  120. return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
  121. }
  122. Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
  123. x *= p_v.x;
  124. y *= p_v.y;
  125. z *= p_v.z;
  126. return *this;
  127. }
  128. Vector3i Vector3i::operator*(const Vector3i &p_v) const {
  129. return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
  130. }
  131. Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
  132. x /= p_v.x;
  133. y /= p_v.y;
  134. z /= p_v.z;
  135. return *this;
  136. }
  137. Vector3i Vector3i::operator/(const Vector3i &p_v) const {
  138. return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
  139. }
  140. Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
  141. x %= p_v.x;
  142. y %= p_v.y;
  143. z %= p_v.z;
  144. return *this;
  145. }
  146. Vector3i Vector3i::operator%(const Vector3i &p_v) const {
  147. return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
  148. }
  149. Vector3i &Vector3i::operator*=(int32_t p_scalar) {
  150. x *= p_scalar;
  151. y *= p_scalar;
  152. z *= p_scalar;
  153. return *this;
  154. }
  155. inline Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
  156. return p_vec * p_scalar;
  157. }
  158. Vector3i Vector3i::operator*(int32_t p_scalar) const {
  159. return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
  160. }
  161. Vector3i &Vector3i::operator/=(int32_t p_scalar) {
  162. x /= p_scalar;
  163. y /= p_scalar;
  164. z /= p_scalar;
  165. return *this;
  166. }
  167. Vector3i Vector3i::operator/(int32_t p_scalar) const {
  168. return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
  169. }
  170. Vector3i &Vector3i::operator%=(int32_t p_scalar) {
  171. x %= p_scalar;
  172. y %= p_scalar;
  173. z %= p_scalar;
  174. return *this;
  175. }
  176. Vector3i Vector3i::operator%(int32_t p_scalar) const {
  177. return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
  178. }
  179. Vector3i Vector3i::operator-() const {
  180. return Vector3i(-x, -y, -z);
  181. }
  182. bool Vector3i::operator==(const Vector3i &p_v) const {
  183. return (x == p_v.x && y == p_v.y && z == p_v.z);
  184. }
  185. bool Vector3i::operator!=(const Vector3i &p_v) const {
  186. return (x != p_v.x || y != p_v.y || z != p_v.z);
  187. }
  188. bool Vector3i::operator<(const Vector3i &p_v) const {
  189. if (x == p_v.x) {
  190. if (y == p_v.y) {
  191. return z < p_v.z;
  192. } else {
  193. return y < p_v.y;
  194. }
  195. } else {
  196. return x < p_v.x;
  197. }
  198. }
  199. bool Vector3i::operator>(const Vector3i &p_v) const {
  200. if (x == p_v.x) {
  201. if (y == p_v.y) {
  202. return z > p_v.z;
  203. } else {
  204. return y > p_v.y;
  205. }
  206. } else {
  207. return x > p_v.x;
  208. }
  209. }
  210. bool Vector3i::operator<=(const Vector3i &p_v) const {
  211. if (x == p_v.x) {
  212. if (y == p_v.y) {
  213. return z <= p_v.z;
  214. } else {
  215. return y < p_v.y;
  216. }
  217. } else {
  218. return x < p_v.x;
  219. }
  220. }
  221. bool Vector3i::operator>=(const Vector3i &p_v) const {
  222. if (x == p_v.x) {
  223. if (y == p_v.y) {
  224. return z >= p_v.z;
  225. } else {
  226. return y > p_v.y;
  227. }
  228. } else {
  229. return x > p_v.x;
  230. }
  231. }
  232. void Vector3i::zero() {
  233. x = y = z = 0;
  234. }
  235. } // namespace godot
  236. #endif // GODOT_VECTOR3I_HPP