Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`
Also added `snapped` to the integer vectors for completenesspull/1437/head
parent
b02124595f
commit
b65970860e
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@ -102,7 +102,7 @@ struct _NO_DISCARD_ AABB {
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_FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
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_FORCE_INLINE_ AABB abs() const {
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return AABB(Vector3(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0), position.z + MIN(size.z, (real_t)0)), size.abs());
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return AABB(position + size.minf(0), size.abs());
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}
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Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
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@ -154,14 +154,12 @@ struct _NO_DISCARD_ Rect2 {
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return Rect2();
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}
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new_rect.position.x = Math::max(p_rect.position.x, position.x);
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new_rect.position.y = Math::max(p_rect.position.y, position.y);
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new_rect.position = p_rect.position.max(position);
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Point2 p_rect_end = p_rect.position + p_rect.size;
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Point2 end = position + size;
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new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
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new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
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new_rect.size = p_rect_end.min(end) - new_rect.position;
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return new_rect;
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}
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@ -174,11 +172,9 @@ struct _NO_DISCARD_ Rect2 {
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#endif
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Rect2 new_rect;
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new_rect.position.x = Math::min(p_rect.position.x, position.x);
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new_rect.position.y = Math::min(p_rect.position.y, position.y);
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new_rect.position = p_rect.position.min(position);
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new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = (p_rect.position + p_rect.size).max(position + size);
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new_rect.size = new_rect.size - new_rect.position; // Make relative again.
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@ -283,7 +279,7 @@ struct _NO_DISCARD_ Rect2 {
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}
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_FORCE_INLINE_ Rect2 abs() const {
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return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
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return Rect2(position + size.minf(0), size.abs());
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}
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Vector2 get_support(const Vector2 &p_normal) const {
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@ -97,14 +97,12 @@ struct _NO_DISCARD_ Rect2i {
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return Rect2i();
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}
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new_rect.position.x = Math::max(p_rect.position.x, position.x);
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new_rect.position.y = Math::max(p_rect.position.y, position.y);
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new_rect.position = p_rect.position.max(position);
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Point2i p_rect_end = p_rect.position + p_rect.size;
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Point2i end = position + size;
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new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
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new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
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new_rect.size = p_rect_end.min(end) - new_rect.position;
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return new_rect;
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}
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@ -117,11 +115,9 @@ struct _NO_DISCARD_ Rect2i {
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#endif
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Rect2i new_rect;
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new_rect.position.x = Math::min(p_rect.position.x, position.x);
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new_rect.position.y = Math::min(p_rect.position.y, position.y);
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new_rect.position = p_rect.position.min(position);
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new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = (p_rect.position + p_rect.size).max(position + size);
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new_rect.size = new_rect.size - new_rect.position; // Make relative again.
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@ -219,7 +215,7 @@ struct _NO_DISCARD_ Rect2i {
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}
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_FORCE_INLINE_ Rect2i abs() const {
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return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
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return Rect2i(position + size.mini(0), size.abs());
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}
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_FORCE_INLINE_ void set_end(const Vector2i &p_end) {
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@ -91,10 +91,18 @@ struct _NO_DISCARD_ Vector2 {
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return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
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}
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Vector2 minf(real_t p_scalar) const {
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return Vector2(MIN(x, p_scalar), MIN(y, p_scalar));
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}
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Vector2 max(const Vector2 &p_vector2) const {
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return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
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}
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Vector2 maxf(real_t p_scalar) const {
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return Vector2(MAX(x, p_scalar), MAX(y, p_scalar));
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}
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real_t distance_to(const Vector2 &p_vector2) const;
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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@ -168,7 +176,9 @@ struct _NO_DISCARD_ Vector2 {
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Vector2 ceil() const;
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Vector2 round() const;
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Vector2 snapped(const Vector2 &p_by) const;
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Vector2 snappedf(real_t p_by) const;
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Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
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Vector2 clampf(real_t p_min, real_t p_max) const;
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real_t aspect() const { return width / height; }
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operator String() const;
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@ -83,10 +83,18 @@ struct _NO_DISCARD_ Vector2i {
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return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
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}
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Vector2i mini(int32_t p_scalar) const {
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return Vector2i(MIN(x, p_scalar), MIN(y, p_scalar));
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}
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Vector2i max(const Vector2i &p_vector2i) const {
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return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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}
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Vector2i maxi(int32_t p_scalar) const {
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return Vector2i(MAX(x, p_scalar), MAX(y, p_scalar));
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}
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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@ -123,7 +131,10 @@ struct _NO_DISCARD_ Vector2i {
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
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Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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Vector2i snapped(const Vector2i &p_step) const;
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Vector2i snappedi(int32_t p_step) const;
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Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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Vector2i clampi(int32_t p_min, int32_t p_max) const;
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operator String() const;
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operator Vector2() const;
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@ -82,10 +82,18 @@ struct _NO_DISCARD_ Vector3 {
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return Vector3(MIN(x, p_vector3.x), MIN(y, p_vector3.y), MIN(z, p_vector3.z));
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}
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Vector3 minf(real_t p_scalar) const {
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return Vector3(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
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}
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Vector3 max(const Vector3 &p_vector3) const {
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return Vector3(MAX(x, p_vector3.x), MAX(y, p_vector3.y), MAX(z, p_vector3.z));
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}
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Vector3 maxf(real_t p_scalar) const {
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return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
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}
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_FORCE_INLINE_ real_t length() const;
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_FORCE_INLINE_ real_t length_squared() const;
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@ -98,7 +106,9 @@ struct _NO_DISCARD_ Vector3 {
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_FORCE_INLINE_ void zero();
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void snap(const Vector3 p_val);
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void snapf(real_t p_val);
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Vector3 snapped(const Vector3 p_val) const;
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Vector3 snappedf(real_t p_val) const;
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void rotate(const Vector3 &p_axis, const real_t p_angle);
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Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
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@ -128,6 +138,7 @@ struct _NO_DISCARD_ Vector3 {
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_FORCE_INLINE_ Vector3 ceil() const;
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_FORCE_INLINE_ Vector3 round() const;
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Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
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Vector3 clampf(real_t p_min, real_t p_max) const;
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_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
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_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
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@ -75,10 +75,18 @@ struct _NO_DISCARD_ Vector3i {
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return Vector3i(MIN(x, p_vector3i.x), MIN(y, p_vector3i.y), MIN(z, p_vector3i.z));
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}
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Vector3i mini(int32_t p_scalar) const {
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return Vector3i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
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}
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Vector3i max(const Vector3i &p_vector3i) const {
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return Vector3i(MAX(x, p_vector3i.x), MAX(y, p_vector3i.y), MAX(z, p_vector3i.z));
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}
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Vector3i maxi(int32_t p_scalar) const {
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return Vector3i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
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}
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_FORCE_INLINE_ int64_t length_squared() const;
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_FORCE_INLINE_ double length() const;
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@ -89,7 +97,10 @@ struct _NO_DISCARD_ Vector3i {
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_FORCE_INLINE_ Vector3i abs() const;
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_FORCE_INLINE_ Vector3i sign() const;
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Vector3i snapped(const Vector3i &p_step) const;
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Vector3i snappedi(int32_t p_step) const;
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Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
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Vector3i clampi(int32_t p_min, int32_t p_max) const;
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/* Operators */
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@ -74,10 +74,18 @@ struct _NO_DISCARD_ Vector4 {
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return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
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}
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Vector4 minf(real_t p_scalar) const {
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return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
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}
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Vector4 max(const Vector4 &p_vector4) const {
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return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
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}
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Vector4 maxf(real_t p_scalar) const {
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return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
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}
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_FORCE_INLINE_ real_t length_squared() const;
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bool is_equal_approx(const Vector4 &p_vec4) const;
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bool is_zero_approx() const;
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@ -102,8 +110,11 @@ struct _NO_DISCARD_ Vector4 {
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Vector4 posmod(const real_t p_mod) const;
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Vector4 posmodv(const Vector4 &p_modv) const;
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void snap(const Vector4 &p_step);
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void snapf(real_t p_step);
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Vector4 snapped(const Vector4 &p_step) const;
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Vector4 snappedf(real_t p_step) const;
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Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
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Vector4 clampf(real_t p_min, real_t p_max) const;
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Vector4 inverse() const;
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_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
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@ -77,10 +77,18 @@ struct _NO_DISCARD_ Vector4i {
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return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w));
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}
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Vector4i mini(int32_t p_scalar) const {
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return Vector4i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
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}
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Vector4i max(const Vector4i &p_vector4i) const {
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return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w));
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}
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Vector4i maxi(int32_t p_scalar) const {
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return Vector4i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
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}
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_FORCE_INLINE_ int64_t length_squared() const;
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_FORCE_INLINE_ double length() const;
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@ -91,7 +99,10 @@ struct _NO_DISCARD_ Vector4i {
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_FORCE_INLINE_ Vector4i abs() const;
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_FORCE_INLINE_ Vector4i sign() const;
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Vector4i snapped(const Vector4i &p_step) const;
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Vector4i snappedi(int32_t p_step) const;
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Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
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Vector4i clampi(int32_t p_min, int32_t p_max) const;
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/* Operators */
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@ -137,12 +137,24 @@ Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
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CLAMP(y, p_min.y, p_max.y));
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}
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Vector2 Vector2::clampf(real_t p_min, real_t p_max) const {
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return Vector2(
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CLAMP(x, p_min, p_max),
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CLAMP(y, p_min, p_max));
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}
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Vector2 Vector2::snapped(const Vector2 &p_step) const {
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return Vector2(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y));
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}
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Vector2 Vector2::snappedf(real_t p_step) const {
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return Vector2(
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Math::snapped(x, p_step),
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Math::snapped(y, p_step));
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}
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Vector2 Vector2::limit_length(const real_t p_len) const {
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const real_t l = length();
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Vector2 v = *this;
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@ -35,12 +35,30 @@
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namespace godot {
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Vector2i Vector2i::snapped(const Vector2i &p_step) const {
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return Vector2i(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y));
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}
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Vector2i Vector2i::snappedi(int32_t p_step) const {
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return Vector2i(
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Math::snapped(x, p_step),
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Math::snapped(y, p_step));
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}
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Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
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return Vector2i(
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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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}
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Vector2i Vector2i::clampi(int32_t p_min, int32_t p_max) const {
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return Vector2i(
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CLAMP(x, p_min, p_max),
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CLAMP(y, p_min, p_max));
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}
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int64_t Vector2i::length_squared() const {
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return x * (int64_t)x + y * (int64_t)y;
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}
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@ -54,18 +54,37 @@ Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
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CLAMP(z, p_min.z, p_max.z));
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}
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Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {
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return Vector3(
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CLAMP(x, p_min, p_max),
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CLAMP(y, p_min, p_max),
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CLAMP(z, p_min, p_max));
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}
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void Vector3::snap(const Vector3 p_step) {
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x = Math::snapped(x, p_step.x);
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y = Math::snapped(y, p_step.y);
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z = Math::snapped(z, p_step.z);
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}
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void Vector3::snapf(real_t p_step) {
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x = Math::snapped(x, p_step);
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y = Math::snapped(y, p_step);
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z = Math::snapped(z, p_step);
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}
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Vector3 Vector3::snapped(const Vector3 p_step) const {
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Vector3 v = *this;
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v.snap(p_step);
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return v;
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}
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Vector3 Vector3::snappedf(real_t p_step) const {
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Vector3 v = *this;
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v.snapf(p_step);
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return v;
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}
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Vector3 Vector3::limit_length(const real_t p_len) const {
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const real_t l = length();
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Vector3 v = *this;
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@ -35,6 +35,20 @@
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namespace godot {
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Vector3i Vector3i::snapped(const Vector3i &p_step) const {
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return Vector3i(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y),
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Math::snapped(z, p_step.z));
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}
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Vector3i Vector3i::snappedi(int32_t p_step) const {
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return Vector3i(
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||||
Math::snapped(x, p_step),
|
||||
Math::snapped(y, p_step),
|
||||
Math::snapped(z, p_step));
|
||||
}
|
||||
|
||||
Vector3i::Axis Vector3i::min_axis_index() const {
|
||||
return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
|
||||
}
|
||||
|
@ -50,6 +64,13 @@ Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
|
|||
CLAMP(z, p_min.z, p_max.z));
|
||||
}
|
||||
|
||||
Vector3i Vector3i::clampi(int32_t p_min, int32_t p_max) const {
|
||||
return Vector3i(
|
||||
CLAMP(x, p_min, p_max),
|
||||
CLAMP(y, p_min, p_max),
|
||||
CLAMP(z, p_min, p_max));
|
||||
}
|
||||
|
||||
Vector3i::operator String() const {
|
||||
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
|
||||
}
|
||||
|
|
|
@ -169,12 +169,25 @@ void Vector4::snap(const Vector4 &p_step) {
|
|||
w = Math::snapped(w, p_step.w);
|
||||
}
|
||||
|
||||
void Vector4::snapf(real_t p_step) {
|
||||
x = Math::snapped(x, p_step);
|
||||
y = Math::snapped(y, p_step);
|
||||
z = Math::snapped(z, p_step);
|
||||
w = Math::snapped(w, p_step);
|
||||
}
|
||||
|
||||
Vector4 Vector4::snapped(const Vector4 &p_step) const {
|
||||
Vector4 v = *this;
|
||||
v.snap(p_step);
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector4 Vector4::snappedf(real_t p_step) const {
|
||||
Vector4 v = *this;
|
||||
v.snapf(p_step);
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector4 Vector4::inverse() const {
|
||||
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
|
||||
}
|
||||
|
@ -187,6 +200,14 @@ Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
|
|||
CLAMP(w, p_min.w, p_max.w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {
|
||||
return Vector4(
|
||||
CLAMP(x, p_min, p_max),
|
||||
CLAMP(y, p_min, p_max),
|
||||
CLAMP(z, p_min, p_max),
|
||||
CLAMP(w, p_min, p_max));
|
||||
}
|
||||
|
||||
Vector4::operator String() const {
|
||||
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
|
||||
}
|
||||
|
|
|
@ -35,6 +35,22 @@
|
|||
|
||||
namespace godot {
|
||||
|
||||
Vector4i Vector4i::snapped(const Vector4i &p_step) const {
|
||||
return Vector4i(
|
||||
Math::snapped(x, p_step.x),
|
||||
Math::snapped(y, p_step.y),
|
||||
Math::snapped(z, p_step.z),
|
||||
Math::snapped(w, p_step.w));
|
||||
}
|
||||
|
||||
Vector4i Vector4i::snappedi(int32_t p_step) const {
|
||||
return Vector4i(
|
||||
Math::snapped(x, p_step),
|
||||
Math::snapped(y, p_step),
|
||||
Math::snapped(z, p_step),
|
||||
Math::snapped(w, p_step));
|
||||
}
|
||||
|
||||
Vector4i::Axis Vector4i::min_axis_index() const {
|
||||
uint32_t min_index = 0;
|
||||
int32_t min_value = x;
|
||||
|
@ -67,6 +83,14 @@ Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
|
|||
CLAMP(w, p_min.w, p_max.w));
|
||||
}
|
||||
|
||||
Vector4i Vector4i::clampi(int32_t p_min, int32_t p_max) const {
|
||||
return Vector4i(
|
||||
CLAMP(x, p_min, p_max),
|
||||
CLAMP(y, p_min, p_max),
|
||||
CLAMP(z, p_min, p_max),
|
||||
CLAMP(w, p_min, p_max));
|
||||
}
|
||||
|
||||
Vector4i::operator String() const {
|
||||
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue