/**************************************************************************/ /* vector4i.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include #include #include namespace godot { Vector4i::Axis Vector4i::min_axis_index() const { uint32_t min_index = 0; int32_t min_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) <= min_value) { min_index = i; min_value = operator[](i); } } return Vector4i::Axis(min_index); } Vector4i::Axis Vector4i::max_axis_index() const { uint32_t max_index = 0; int32_t max_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) > max_value) { max_index = i; max_value = operator[](i); } } return Vector4i::Axis(max_index); } Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const { return Vector4i( CLAMP(x, p_min.x, p_max.x), CLAMP(y, p_min.y, p_max.y), CLAMP(z, p_min.z, p_max.z), CLAMP(w, p_min.w, p_max.w)); } Vector4i::operator String() const { return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")"; } Vector4i::operator Vector4() const { return Vector4(x, y, z, w); } Vector4i::Vector4i(const Vector4 &p_vec4) { x = (int32_t)p_vec4.x; y = (int32_t)p_vec4.y; z = (int32_t)p_vec4.z; w = (int32_t)p_vec4.w; } static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t)); } // namespace godot