#ifndef GODOT_VECTOR3I_HPP #define GODOT_VECTOR3I_HPP #include #include namespace godot { class Vector3i { public: _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; } enum Axis { AXIS_X, AXIS_Y, AXIS_Z, }; union { struct { int32_t x; int32_t y; int32_t z; }; int32_t coord[3] = { 0 }; }; inline const int32_t &operator[](int p_axis) const { return coord[p_axis]; } inline int32_t &operator[](int p_axis) { return coord[p_axis]; } void set_axis(int p_axis, int32_t p_value); int32_t get_axis(int p_axis) const; int min_axis() const; int max_axis() const; inline void zero(); inline Vector3i abs() const; inline Vector3i sign() const; /* Operators */ inline Vector3i &operator+=(const Vector3i &p_v); inline Vector3i operator+(const Vector3i &p_v) const; inline Vector3i &operator-=(const Vector3i &p_v); inline Vector3i operator-(const Vector3i &p_v) const; inline Vector3i &operator*=(const Vector3i &p_v); inline Vector3i operator*(const Vector3i &p_v) const; inline Vector3i &operator/=(const Vector3i &p_v); inline Vector3i operator/(const Vector3i &p_v) const; inline Vector3i &operator%=(const Vector3i &p_v); inline Vector3i operator%(const Vector3i &p_v) const; inline Vector3i &operator*=(int32_t p_scalar); inline Vector3i operator*(int32_t p_scalar) const; inline Vector3i &operator/=(int32_t p_scalar); inline Vector3i operator/(int32_t p_scalar) const; inline Vector3i &operator%=(int32_t p_scalar); inline Vector3i operator%(int32_t p_scalar) const; inline Vector3i operator-() const; inline bool operator==(const Vector3i &p_v) const; inline bool operator!=(const Vector3i &p_v) const; inline bool operator<(const Vector3i &p_v) const; inline bool operator<=(const Vector3i &p_v) const; inline bool operator>(const Vector3i &p_v) const; inline bool operator>=(const Vector3i &p_v) const; operator String() const; inline Vector3i() {} inline Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) { x = p_x; y = p_y; z = p_z; } }; Vector3i Vector3i::abs() const { return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z)); } Vector3i Vector3i::sign() const { return Vector3i(Math::sign(x), Math::sign(y), Math::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*=(int32_t p_scalar) { x *= p_scalar; y *= p_scalar; z *= p_scalar; return *this; } inline Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) { return p_vec * p_scalar; } Vector3i Vector3i::operator*(int32_t p_scalar) const { return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar); } Vector3i &Vector3i::operator/=(int32_t p_scalar) { x /= p_scalar; y /= p_scalar; z /= p_scalar; return *this; } Vector3i Vector3i::operator/(int32_t p_scalar) const { return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar); } Vector3i &Vector3i::operator%=(int32_t p_scalar) { x %= p_scalar; y %= p_scalar; z %= p_scalar; return *this; } Vector3i Vector3i::operator%(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