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+using System;
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+using System.Runtime.InteropServices;
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+
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+#if REAL_T_IS_DOUBLE
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+using real_t = System.Double;
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+#else
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+using real_t = System.Single;
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+#endif
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+
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+namespace Godot
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+{
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+ /// <summary>
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+ /// 3-element structure that can be used to represent 3D grid coordinates or sets of integers.
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+ /// </summary>
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+ [Serializable]
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+ [StructLayout(LayoutKind.Sequential)]
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+ public struct Vector3i : IEquatable<Vector3i>
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+ {
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+ public enum Axis
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+ {
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+ X = 0,
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+ Y,
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+ Z
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+ }
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+
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+ public int x;
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+ public int y;
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+ public int z;
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+
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+ public int this[int index]
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+ {
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+ get
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+ {
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+ switch (index)
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+ {
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+ case 0:
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+ return x;
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+ case 1:
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+ return y;
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+ case 2:
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+ return z;
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+ default:
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+ throw new IndexOutOfRangeException();
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+ }
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+ }
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+ set
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+ {
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+ switch (index)
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+ {
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+ case 0:
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+ x = value;
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+ return;
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+ case 1:
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+ y = value;
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+ return;
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+ case 2:
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+ z = value;
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+ return;
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+ default:
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+ throw new IndexOutOfRangeException();
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+ }
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+ }
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+ }
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+
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+ public Vector3i Abs()
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+ {
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+ Vector3i v = this;
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+ if (v.x < 0)
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+ {
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+ v.x = -v.x;
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+ }
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+ if (v.y < 0)
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+ {
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+ v.y = -v.y;
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+ }
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+ if (v.z < 0)
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+ {
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+ v.z = -v.z;
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+ }
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+ return v;
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+ }
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+
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+ public int DistanceSquaredTo(Vector3i b)
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+ {
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+ return (b - this).LengthSquared();
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+ }
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+
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+ public real_t DistanceTo(Vector3i b)
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+ {
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+ return (b - this).Length();
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+ }
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+
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+ public int Dot(Vector3i b)
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+ {
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+ return x * b.x + y * b.y + z * b.z;
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+ }
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+
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+ public real_t Length()
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+ {
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+ int x2 = x * x;
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+ int y2 = y * y;
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+ int z2 = z * z;
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+
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+ return Mathf.Sqrt(x2 + y2 + z2);
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+ }
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+
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+ public int LengthSquared()
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+ {
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+ int x2 = x * x;
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+ int y2 = y * y;
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+ int z2 = z * z;
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+
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+ return x2 + y2 + z2;
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+ }
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+
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+ public Axis MaxAxis()
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+ {
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+ return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
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+ }
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+
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+ public Axis MinAxis()
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+ {
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+ return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
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+ }
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+
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+ public Vector3i PosMod(int mod)
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+ {
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+ Vector3i v = this;
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+ v.x = Mathf.PosMod(v.x, mod);
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+ v.y = Mathf.PosMod(v.y, mod);
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+ v.z = Mathf.PosMod(v.z, mod);
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+ return v;
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+ }
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+
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+ public Vector3i PosMod(Vector3i modv)
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+ {
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+ Vector3i v = this;
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+ v.x = Mathf.PosMod(v.x, modv.x);
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+ v.y = Mathf.PosMod(v.y, modv.y);
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+ v.z = Mathf.PosMod(v.z, modv.z);
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+ return v;
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+ }
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+
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+ public Vector3i Sign()
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+ {
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+ Vector3i v = this;
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+ v.x = Mathf.Sign(v.x);
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+ v.y = Mathf.Sign(v.y);
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+ v.z = Mathf.Sign(v.z);
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+ return v;
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+ }
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+
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+ // Constants
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+ private static readonly Vector3i _zero = new Vector3i(0, 0, 0);
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+ private static readonly Vector3i _one = new Vector3i(1, 1, 1);
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+
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+ private static readonly Vector3i _up = new Vector3i(0, 1, 0);
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+ private static readonly Vector3i _down = new Vector3i(0, -1, 0);
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+ private static readonly Vector3i _right = new Vector3i(1, 0, 0);
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+ private static readonly Vector3i _left = new Vector3i(-1, 0, 0);
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+ private static readonly Vector3i _forward = new Vector3i(0, 0, -1);
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+ private static readonly Vector3i _back = new Vector3i(0, 0, 1);
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+
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+ public static Vector3i Zero { get { return _zero; } }
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+ public static Vector3i One { get { return _one; } }
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+
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+ public static Vector3i Up { get { return _up; } }
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+ public static Vector3i Down { get { return _down; } }
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+ public static Vector3i Right { get { return _right; } }
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+ public static Vector3i Left { get { return _left; } }
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+ public static Vector3i Forward { get { return _forward; } }
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+ public static Vector3i Back { get { return _back; } }
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+
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+ // Constructors
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+ public Vector3i(int x, int y, int z)
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+ {
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ }
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+ public Vector3i(Vector3i vi)
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+ {
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+ this.x = vi.x;
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+ this.y = vi.y;
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+ this.z = vi.z;
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+ }
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+ public Vector3i(Vector3 v)
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+ {
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+ this.x = Mathf.RoundToInt(v.x);
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+ this.y = Mathf.RoundToInt(v.y);
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+ this.z = Mathf.RoundToInt(v.z);
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+ }
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+
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+ public static Vector3i operator +(Vector3i left, Vector3i right)
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+ {
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+ left.x += right.x;
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+ left.y += right.y;
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+ left.z += right.z;
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+ return left;
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+ }
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+
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+ public static Vector3i operator -(Vector3i left, Vector3i right)
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+ {
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+ left.x -= right.x;
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+ left.y -= right.y;
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+ left.z -= right.z;
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+ return left;
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+ }
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+
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+ public static Vector3i operator -(Vector3i vec)
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+ {
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+ vec.x = -vec.x;
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+ vec.y = -vec.y;
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+ vec.z = -vec.z;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator *(Vector3i vec, int scale)
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+ {
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+ vec.x *= scale;
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+ vec.y *= scale;
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+ vec.z *= scale;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator *(int scale, Vector3i vec)
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+ {
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+ vec.x *= scale;
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+ vec.y *= scale;
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+ vec.z *= scale;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator *(Vector3i left, Vector3i right)
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+ {
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+ left.x *= right.x;
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+ left.y *= right.y;
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+ left.z *= right.z;
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+ return left;
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+ }
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+
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+ public static Vector3i operator /(Vector3i vec, int divisor)
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+ {
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+ vec.x /= divisor;
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+ vec.y /= divisor;
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+ vec.z /= divisor;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
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+ {
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+ vec.x /= divisorv.x;
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+ vec.y /= divisorv.y;
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+ vec.z /= divisorv.z;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator %(Vector3i vec, int divisor)
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+ {
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+ vec.x %= divisor;
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+ vec.y %= divisor;
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+ vec.z %= divisor;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
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+ {
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+ vec.x %= divisorv.x;
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+ vec.y %= divisorv.y;
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+ vec.z %= divisorv.z;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator &(Vector3i vec, int and)
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+ {
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+ vec.x &= and;
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+ vec.y &= and;
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+ vec.z &= and;
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+ return vec;
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+ }
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+
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+ public static Vector3i operator &(Vector3i vec, Vector3i andv)
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+ {
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+ vec.x &= andv.x;
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+ vec.y &= andv.y;
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+ vec.z &= andv.z;
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+ return vec;
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+ }
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+
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+ public static bool operator ==(Vector3i left, Vector3i right)
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+ {
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+ return left.Equals(right);
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+ }
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+
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+ public static bool operator !=(Vector3i left, Vector3i right)
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+ {
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+ return !left.Equals(right);
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+ }
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+
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+ public static bool operator <(Vector3i left, Vector3i right)
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+ {
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+ if (left.x == right.x)
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+ {
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+ if (left.y == right.y)
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+ return left.z < right.z;
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+ else
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+ return left.y < right.y;
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+ }
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+
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+ return left.x < right.x;
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+ }
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+
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+ public static bool operator >(Vector3i left, Vector3i right)
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+ {
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+ if (left.x == right.x)
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+ {
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+ if (left.y == right.y)
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+ return left.z > right.z;
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+ else
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+ return left.y > right.y;
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+ }
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+
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+ return left.x > right.x;
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+ }
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+
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+ public static bool operator <=(Vector3i left, Vector3i right)
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+ {
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+ if (left.x == right.x)
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+ {
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+ if (left.y == right.y)
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+ return left.z <= right.z;
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+ else
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+ return left.y < right.y;
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+ }
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+
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+ return left.x < right.x;
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+ }
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+
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+ public static bool operator >=(Vector3i left, Vector3i right)
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+ {
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+ if (left.x == right.x)
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+ {
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+ if (left.y == right.y)
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+ return left.z >= right.z;
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+ else
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+ return left.y > right.y;
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+ }
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+
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+ return left.x > right.x;
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+ }
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+
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+ public static implicit operator Vector3(Vector3i value)
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+ {
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+ return new Vector3(value.x, value.y, value.z);
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+ }
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+
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+ public static explicit operator Vector3i(Vector3 value)
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+ {
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+ return new Vector3i(value);
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+ }
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+
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+ public override bool Equals(object obj)
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+ {
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+ if (obj is Vector3i)
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+ {
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+ return Equals((Vector3i)obj);
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+ }
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+
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+ return false;
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+ }
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+
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+ public bool Equals(Vector3i other)
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+ {
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+ return x == other.x && y == other.y && z == other.z;
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+ }
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+
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+ public override int GetHashCode()
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+ {
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+ return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
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+ }
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+
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+ public override string ToString()
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+ {
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+ return String.Format("({0}, {1}, {2})", new object[]
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+ {
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+ this.x.ToString(),
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+ this.y.ToString(),
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+ this.z.ToString()
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+ });
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+ }
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+
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+ public string ToString(string format)
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+ {
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+ return String.Format("({0}, {1}, {2})", new object[]
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+ {
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+ this.x.ToString(format),
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+ this.y.ToString(format),
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+ this.z.ToString(format)
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+ });
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+ }
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+ }
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+}
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