/**************************************************************************/ /* vector3i.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_VECTOR3I_HPP #define GODOT_VECTOR3I_HPP #include #include namespace godot { class String; struct Vector3; struct _NO_DISCARD_ Vector3i { static const int AXIS_COUNT = 3; enum Axis { AXIS_X, AXIS_Y, AXIS_Z, }; union { struct { int32_t x; int32_t y; int32_t z; }; int32_t coord[3] = { 0 }; }; _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const { DEV_ASSERT((unsigned int)p_axis < 3); return coord[p_axis]; } _FORCE_INLINE_ int32_t &operator[](const int p_axis) { DEV_ASSERT((unsigned int)p_axis < 3); return coord[p_axis]; } Vector3i::Axis min_axis_index() const; Vector3i::Axis max_axis_index() const; Vector3i min(const Vector3i &p_vector3i) const { return Vector3i(MIN(x, p_vector3i.x), MIN(y, p_vector3i.y), MIN(z, p_vector3i.z)); } Vector3i max(const Vector3i &p_vector3i) const { return Vector3i(MAX(x, p_vector3i.x), MAX(y, p_vector3i.y), MAX(z, p_vector3i.z)); } _FORCE_INLINE_ int64_t length_squared() const; _FORCE_INLINE_ double length() const; _FORCE_INLINE_ void zero(); _FORCE_INLINE_ Vector3i abs() const; _FORCE_INLINE_ Vector3i sign() const; Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const; /* Operators */ _FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v); _FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const; _FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v); _FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const; _FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v); _FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const; _FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v); _FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const; _FORCE_INLINE_ Vector3i &operator%=(const Vector3i &p_v); _FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const; _FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar); _FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const; _FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar); _FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const; _FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar); _FORCE_INLINE_ Vector3i operator%(const int32_t p_scalar) const; _FORCE_INLINE_ Vector3i operator-() const; _FORCE_INLINE_ bool operator==(const Vector3i &p_v) const; _FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const; _FORCE_INLINE_ bool operator<(const Vector3i &p_v) const; _FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const; _FORCE_INLINE_ bool operator>(const Vector3i &p_v) const; _FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const; operator String() const; operator Vector3() const; _FORCE_INLINE_ Vector3i() {} _FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const int32_t p_z) { x = p_x; y = p_y; z = p_z; } }; int64_t Vector3i::length_squared() const { return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z; } double Vector3i::length() const { return Math::sqrt((double)length_squared()); } Vector3i Vector3i::abs() const { return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z)); } Vector3i Vector3i::sign() const { return Vector3i(SIGN(x), SIGN(y), SIGN(z)); } /* Operators */ Vector3i &Vector3i::operator+=(const Vector3i &p_v) { x += p_v.x; y += p_v.y; z += p_v.z; return *this; } Vector3i Vector3i::operator+(const Vector3i &p_v) const { return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z); } Vector3i &Vector3i::operator-=(const Vector3i &p_v) { x -= p_v.x; y -= p_v.y; z -= p_v.z; return *this; } Vector3i Vector3i::operator-(const Vector3i &p_v) const { return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z); } Vector3i &Vector3i::operator*=(const Vector3i &p_v) { x *= p_v.x; y *= p_v.y; z *= p_v.z; return *this; } Vector3i Vector3i::operator*(const Vector3i &p_v) const { return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z); } Vector3i &Vector3i::operator/=(const Vector3i &p_v) { x /= p_v.x; y /= p_v.y; z /= p_v.z; return *this; } Vector3i Vector3i::operator/(const Vector3i &p_v) const { return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z); } Vector3i &Vector3i::operator%=(const Vector3i &p_v) { x %= p_v.x; y %= p_v.y; z %= p_v.z; return *this; } Vector3i Vector3i::operator%(const Vector3i &p_v) const { return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z); } Vector3i &Vector3i::operator*=(const int32_t p_scalar) { x *= p_scalar; y *= p_scalar; z *= p_scalar; return *this; } Vector3i Vector3i::operator*(const int32_t p_scalar) const { return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar); } // Multiplication operators required to workaround issues with LLVM using implicit conversion. _FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) { return p_vector * p_scalar; } _FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) { return p_vector * p_scalar; } Vector3i &Vector3i::operator/=(const int32_t p_scalar) { x /= p_scalar; y /= p_scalar; z /= p_scalar; return *this; } Vector3i Vector3i::operator/(const int32_t p_scalar) const { return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar); } Vector3i &Vector3i::operator%=(const int32_t p_scalar) { x %= p_scalar; y %= p_scalar; z %= p_scalar; return *this; } Vector3i Vector3i::operator%(const int32_t p_scalar) const { return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar); } Vector3i Vector3i::operator-() const { return Vector3i(-x, -y, -z); } bool Vector3i::operator==(const Vector3i &p_v) const { return (x == p_v.x && y == p_v.y && z == p_v.z); } bool Vector3i::operator!=(const Vector3i &p_v) const { return (x != p_v.x || y != p_v.y || z != p_v.z); } bool Vector3i::operator<(const Vector3i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z < p_v.z; } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector3i::operator>(const Vector3i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z > p_v.z; } else { return y > p_v.y; } } else { return x > p_v.x; } } bool Vector3i::operator<=(const Vector3i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z <= p_v.z; } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector3i::operator>=(const Vector3i &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z >= p_v.z; } else { return y > p_v.y; } } else { return x > p_v.x; } } void Vector3i::zero() { x = y = z = 0; } } // namespace godot #endif // GODOT_VECTOR3I_HPP