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- /*************************************************************************/
- /* vector3i.hpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef GODOT_VECTOR3I_HPP
- #define GODOT_VECTOR3I_HPP
- #include <godot_cpp/core/math.hpp>
- #include <godot_cpp/variant/string.hpp>
- namespace godot {
- class Vector3i {
- public:
- _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
- enum Axis {
- AXIS_X,
- AXIS_Y,
- AXIS_Z,
- };
- union {
- struct {
- int32_t x;
- int32_t y;
- int32_t z;
- };
- int32_t coord[3] = { 0 };
- };
- inline const int32_t &operator[](int p_axis) const {
- return coord[p_axis];
- }
- inline int32_t &operator[](int p_axis) {
- return coord[p_axis];
- }
- void set_axis(int p_axis, int32_t p_value);
- int32_t get_axis(int p_axis) const;
- int min_axis() const;
- int max_axis() const;
- inline void zero();
- inline Vector3i abs() const;
- inline Vector3i sign() const;
- /* Operators */
- inline Vector3i &operator+=(const Vector3i &p_v);
- inline Vector3i operator+(const Vector3i &p_v) const;
- inline Vector3i &operator-=(const Vector3i &p_v);
- inline Vector3i operator-(const Vector3i &p_v) const;
- inline Vector3i &operator*=(const Vector3i &p_v);
- inline Vector3i operator*(const Vector3i &p_v) const;
- inline Vector3i &operator/=(const Vector3i &p_v);
- inline Vector3i operator/(const Vector3i &p_v) const;
- inline Vector3i &operator%=(const Vector3i &p_v);
- inline Vector3i operator%(const Vector3i &p_v) const;
- inline Vector3i &operator*=(int32_t p_scalar);
- inline Vector3i operator*(int32_t p_scalar) const;
- inline Vector3i &operator/=(int32_t p_scalar);
- inline Vector3i operator/(int32_t p_scalar) const;
- inline Vector3i &operator%=(int32_t p_scalar);
- inline Vector3i operator%(int32_t p_scalar) const;
- inline Vector3i operator-() const;
- inline bool operator==(const Vector3i &p_v) const;
- inline bool operator!=(const Vector3i &p_v) const;
- inline bool operator<(const Vector3i &p_v) const;
- inline bool operator<=(const Vector3i &p_v) const;
- inline bool operator>(const Vector3i &p_v) const;
- inline bool operator>=(const Vector3i &p_v) const;
- operator String() const;
- inline Vector3i() {}
- inline Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
- x = p_x;
- y = p_y;
- z = p_z;
- }
- };
- Vector3i Vector3i::abs() const {
- return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
- }
- Vector3i Vector3i::sign() const {
- return Vector3i(Math::sign(x), Math::sign(y), Math::sign(z));
- }
- /* Operators */
- Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
- x += p_v.x;
- y += p_v.y;
- z += p_v.z;
- return *this;
- }
- Vector3i Vector3i::operator+(const Vector3i &p_v) const {
- return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
- }
- Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
- x -= p_v.x;
- y -= p_v.y;
- z -= p_v.z;
- return *this;
- }
- Vector3i Vector3i::operator-(const Vector3i &p_v) const {
- return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
- }
- Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
- x *= p_v.x;
- y *= p_v.y;
- z *= p_v.z;
- return *this;
- }
- Vector3i Vector3i::operator*(const Vector3i &p_v) const {
- return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
- }
- Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
- x /= p_v.x;
- y /= p_v.y;
- z /= p_v.z;
- return *this;
- }
- Vector3i Vector3i::operator/(const Vector3i &p_v) const {
- return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
- }
- Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
- x %= p_v.x;
- y %= p_v.y;
- z %= p_v.z;
- return *this;
- }
- Vector3i Vector3i::operator%(const Vector3i &p_v) const {
- return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
- }
- Vector3i &Vector3i::operator*=(int32_t p_scalar) {
- x *= p_scalar;
- y *= p_scalar;
- z *= p_scalar;
- return *this;
- }
- inline Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
- return p_vec * p_scalar;
- }
- Vector3i Vector3i::operator*(int32_t p_scalar) const {
- return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
- }
- Vector3i &Vector3i::operator/=(int32_t p_scalar) {
- x /= p_scalar;
- y /= p_scalar;
- z /= p_scalar;
- return *this;
- }
- Vector3i Vector3i::operator/(int32_t p_scalar) const {
- return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
- }
- Vector3i &Vector3i::operator%=(int32_t p_scalar) {
- x %= p_scalar;
- y %= p_scalar;
- z %= p_scalar;
- return *this;
- }
- Vector3i Vector3i::operator%(int32_t p_scalar) const {
- return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
- }
- Vector3i Vector3i::operator-() const {
- return Vector3i(-x, -y, -z);
- }
- bool Vector3i::operator==(const Vector3i &p_v) const {
- return (x == p_v.x && y == p_v.y && z == p_v.z);
- }
- bool Vector3i::operator!=(const Vector3i &p_v) const {
- return (x != p_v.x || y != p_v.y || z != p_v.z);
- }
- bool Vector3i::operator<(const Vector3i &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- return z < p_v.z;
- } else {
- return y < p_v.y;
- }
- } else {
- return x < p_v.x;
- }
- }
- bool Vector3i::operator>(const Vector3i &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- return z > p_v.z;
- } else {
- return y > p_v.y;
- }
- } else {
- return x > p_v.x;
- }
- }
- bool Vector3i::operator<=(const Vector3i &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- return z <= p_v.z;
- } else {
- return y < p_v.y;
- }
- } else {
- return x < p_v.x;
- }
- }
- bool Vector3i::operator>=(const Vector3i &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- return z >= p_v.z;
- } else {
- return y > p_v.y;
- }
- } else {
- return x > p_v.x;
- }
- }
- void Vector3i::zero() {
- x = y = z = 0;
- }
- } // namespace godot
- #endif // GODOT_VECTOR3I_HPP
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