vector3i.hpp 7.4 KB

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