/**************************************************************************/ /* vector4i.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_VECTOR4I_HPP #define GODOT_VECTOR4I_HPP #include #include namespace godot { class String; struct Vector4; struct _NO_DISCARD_ Vector4i { static const int AXIS_COUNT = 4; enum Axis { AXIS_X, AXIS_Y, AXIS_Z, AXIS_W, }; union { struct { int32_t x; int32_t y; int32_t z; int32_t w; }; int32_t coord[4] = { 0 }; }; _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const { DEV_ASSERT((unsigned int)p_axis < 4); return coord[p_axis]; } _FORCE_INLINE_ int32_t &operator[](const int p_axis) { DEV_ASSERT((unsigned int)p_axis < 4); return coord[p_axis]; } Vector4i::Axis min_axis_index() const; Vector4i::Axis max_axis_index() const; Vector4i min(const Vector4i &p_vector4i) const { return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w)); } Vector4i mini(int32_t p_scalar) const { return Vector4i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar)); } Vector4i max(const Vector4i &p_vector4i) const { return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w)); } Vector4i maxi(int32_t p_scalar) const { return Vector4i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar)); } _FORCE_INLINE_ int64_t length_squared() const; _FORCE_INLINE_ double length() const; _FORCE_INLINE_ int64_t distance_squared_to(const Vector4i &p_to) const; _FORCE_INLINE_ double distance_to(const Vector4i &p_to) const; _FORCE_INLINE_ void zero(); _FORCE_INLINE_ Vector4i abs() const; _FORCE_INLINE_ Vector4i sign() const; Vector4i snapped(const Vector4i &p_step) const; Vector4i snappedi(int32_t p_step) const; Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const; Vector4i clampi(int32_t p_min, int32_t p_max) const; /* Operators */ _FORCE_INLINE_ Vector4i &operator+=(const Vector4i &p_v); _FORCE_INLINE_ Vector4i operator+(const Vector4i &p_v) const; _FORCE_INLINE_ Vector4i &operator-=(const Vector4i &p_v); _FORCE_INLINE_ Vector4i operator-(const Vector4i &p_v) const; _FORCE_INLINE_ Vector4i &operator*=(const Vector4i &p_v); _FORCE_INLINE_ Vector4i operator*(const Vector4i &p_v) const; _FORCE_INLINE_ Vector4i &operator/=(const Vector4i &p_v); _FORCE_INLINE_ Vector4i operator/(const Vector4i &p_v) const; _FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v); _FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const; _FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar); _FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const; _FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar); _FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const; _FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar); _FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const; _FORCE_INLINE_ Vector4i operator-() const; _FORCE_INLINE_ bool operator==(const Vector4i &p_v) const; _FORCE_INLINE_ bool operator!=(const Vector4i &p_v) const; _FORCE_INLINE_ bool operator<(const Vector4i &p_v) const; _FORCE_INLINE_ bool operator<=(const Vector4i &p_v) const; _FORCE_INLINE_ bool operator>(const Vector4i &p_v) const; _FORCE_INLINE_ bool operator>=(const Vector4i &p_v) const; operator String() const; operator Vector4() const; _FORCE_INLINE_ Vector4i() {} Vector4i(const Vector4 &p_vec4); _FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) { x = p_x; y = p_y; z = p_z; w = p_w; } }; int64_t Vector4i::length_squared() const { return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w; } double Vector4i::length() const { return Math::sqrt((double)length_squared()); } int64_t Vector4i::distance_squared_to(const Vector4i &p_to) const { return (p_to - *this).length_squared(); } double Vector4i::distance_to(const Vector4i &p_to) const { return (p_to - *this).length(); } Vector4i Vector4i::abs() const { return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w)); } Vector4i Vector4i::sign() const { return Vector4i(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w)); } /* Operators */ Vector4i &Vector4i::operator+=(const Vector4i &p_v) { x += p_v.x; y += p_v.y; z += p_v.z; w += p_v.w; return *this; } Vector4i Vector4i::operator+(const Vector4i &p_v) const { return Vector4i(x + p_v.x, y + p_v.y, z + p_v.z, w + p_v.w); } Vector4i &Vector4i::operator-=(const Vector4i &p_v) { x -= p_v.x; y -= p_v.y; z -= p_v.z; w -= p_v.w; return *this; } Vector4i Vector4i::operator-(const Vector4i &p_v) const { return Vector4i(x - p_v.x, y - p_v.y, z - p_v.z, w - p_v.w); } Vector4i &Vector4i::operator*=(const Vector4i &p_v) { x *= p_v.x; y *= p_v.y; z *= p_v.z; w *= p_v.w; return *this; } Vector4i Vector4i::operator*(const Vector4i &p_v) const { return Vector4i(x * p_v.x, y * p_v.y, z * p_v.z, w * p_v.w); } Vector4i &Vector4i::operator/=(const Vector4i &p_v) { x /= p_v.x; y /= p_v.y; z /= p_v.z; w /= p_v.w; return *this; } Vector4i Vector4i::operator/(const Vector4i &p_v) const { return Vector4i(x / p_v.x, y / p_v.y, z / p_v.z, w / p_v.w); } Vector4i &Vector4i::operator%=(const Vector4i &p_v) { x %= p_v.x; y %= p_v.y; z %= p_v.z; w %= p_v.w; return *this; } Vector4i Vector4i::operator%(const Vector4i &p_v) const { return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w); } Vector4i &Vector4i::operator*=(const int32_t p_scalar) { x *= p_scalar; y *= p_scalar; z *= p_scalar; w *= p_scalar; return *this; } Vector4i Vector4i::operator*(const int32_t p_scalar) const { return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar); } // Multiplication operators required to workaround issues with LLVM using implicit conversion. _FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) { return p_vector * p_scalar; } Vector4i &Vector4i::operator/=(const int32_t p_scalar) { x /= p_scalar; y /= p_scalar; z /= p_scalar; w /= p_scalar; return *this; } Vector4i Vector4i::operator/(const int32_t p_scalar) const { return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar); } Vector4i &Vector4i::operator%=(const int32_t p_scalar) { x %= p_scalar; y %= p_scalar; z %= p_scalar; w %= p_scalar; return *this; } Vector4i Vector4i::operator%(const int32_t p_scalar) const { return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar); } Vector4i Vector4i::operator-() const { return Vector4i(-x, -y, -z, -w); } bool Vector4i::operator==(const Vector4i &p_v) const { return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w); } bool Vector4i::operator!=(const Vector4i &p_v) const { return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w); } bool Vector4i::operator<(const Vector4i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w < p_v.w; } else { return z < p_v.z; } } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector4i::operator>(const Vector4i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w > p_v.w; } else { return z > p_v.z; } } else { return y > p_v.y; } } else { return x > p_v.x; } } bool Vector4i::operator<=(const Vector4i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w <= p_v.w; } else { return z < p_v.z; } } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector4i::operator>=(const Vector4i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w >= p_v.w; } else { return z > p_v.z; } } else { return y > p_v.y; } } else { return x > p_v.x; } } void Vector4i::zero() { x = y = z = w = 0; } } // namespace godot #endif // GODOT_VECTOR4I_HPP