2022-07-20 20:49:08 +00:00
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/*************************************************************************/
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/* vector4i.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include <godot_cpp/variant/vector4i.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <godot_cpp/variant/vector4.hpp>
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namespace godot {
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Vector4i::Axis Vector4i::min_axis_index() const {
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uint32_t min_index = 0;
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int32_t min_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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2022-09-19 22:57:54 +00:00
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if (operator[](i) <= min_value) {
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min_index = i;
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min_value = operator[](i);
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}
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}
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return Vector4i::Axis(min_index);
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}
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Vector4i::Axis Vector4i::max_axis_index() const {
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uint32_t max_index = 0;
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int32_t max_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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if (operator[](i) > max_value) {
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max_index = i;
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max_value = operator[](i);
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}
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}
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return Vector4i::Axis(max_index);
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}
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Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
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return Vector4i(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y),
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CLAMP(z, p_min.z, p_max.z),
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CLAMP(w, p_min.w, p_max.w));
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}
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Vector4i::operator String() const {
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return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
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}
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Vector4i::operator Vector4() const {
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return Vector4(x, y, z, w);
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}
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Vector4i::Vector4i(const Vector4 &p_vec4) {
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x = (int32_t)p_vec4.x;
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y = (int32_t)p_vec4.y;
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z = (int32_t)p_vec4.z;
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w = (int32_t)p_vec4.w;
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}
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2022-09-19 22:57:54 +00:00
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static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));
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2022-07-20 20:49:08 +00:00
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} // namespace godot
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