314 lines
8.6 KiB
C++
314 lines
8.6 KiB
C++
/*************************************************************************/
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/* vector3i.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_VECTOR3I_HPP
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#define GODOT_VECTOR3I_HPP
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/math.hpp>
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namespace godot {
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class String;
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struct Vector3;
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struct _NO_DISCARD_ Vector3i {
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static const int AXIS_COUNT = 3;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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};
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union {
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struct {
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int32_t x;
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int32_t y;
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int32_t z;
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};
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int32_t coord[3] = { 0 };
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};
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_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 3);
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return coord[p_axis];
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}
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_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 3);
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return coord[p_axis];
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}
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Vector3i::Axis min_axis_index() const;
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Vector3i::Axis max_axis_index() const;
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_FORCE_INLINE_ int64_t length_squared() const;
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_FORCE_INLINE_ double length() const;
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_FORCE_INLINE_ void zero();
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_FORCE_INLINE_ Vector3i abs() const;
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_FORCE_INLINE_ Vector3i sign() const;
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Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
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/* Operators */
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_FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator%=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator%(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i operator-() const;
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_FORCE_INLINE_ bool operator==(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator<(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator>(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
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operator String() const;
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operator Vector3() const;
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_FORCE_INLINE_ Vector3i() {}
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_FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const int32_t p_z) {
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x = p_x;
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y = p_y;
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z = p_z;
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}
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};
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int64_t Vector3i::length_squared() const {
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return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z;
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}
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double Vector3i::length() const {
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return Math::sqrt((double)length_squared());
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}
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Vector3i Vector3i::abs() const {
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return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
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}
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Vector3i Vector3i::sign() const {
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return Vector3i(SIGN(x), SIGN(y), SIGN(z));
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}
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/* Operators */
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Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
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x += p_v.x;
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y += p_v.y;
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z += p_v.z;
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return *this;
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}
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Vector3i Vector3i::operator+(const Vector3i &p_v) const {
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return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
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}
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Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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z -= p_v.z;
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return *this;
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}
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Vector3i Vector3i::operator-(const Vector3i &p_v) const {
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return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
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}
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Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
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x *= p_v.x;
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y *= p_v.y;
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z *= p_v.z;
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return *this;
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}
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Vector3i Vector3i::operator*(const Vector3i &p_v) const {
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return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
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}
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Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
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x /= p_v.x;
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y /= p_v.y;
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z /= p_v.z;
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return *this;
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}
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Vector3i Vector3i::operator/(const Vector3i &p_v) const {
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return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
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}
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Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
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x %= p_v.x;
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y %= p_v.y;
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z %= p_v.z;
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return *this;
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}
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Vector3i Vector3i::operator%(const Vector3i &p_v) const {
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return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
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}
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Vector3i &Vector3i::operator*=(const int32_t p_scalar) {
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x *= p_scalar;
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y *= p_scalar;
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z *= p_scalar;
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return *this;
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}
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Vector3i Vector3i::operator*(const int32_t p_scalar) const {
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return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
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}
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// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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Vector3i &Vector3i::operator/=(const int32_t p_scalar) {
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x /= p_scalar;
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y /= p_scalar;
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z /= p_scalar;
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return *this;
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}
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Vector3i Vector3i::operator/(const int32_t p_scalar) const {
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return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
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}
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Vector3i &Vector3i::operator%=(const int32_t p_scalar) {
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x %= p_scalar;
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y %= p_scalar;
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z %= p_scalar;
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return *this;
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}
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Vector3i Vector3i::operator%(const int32_t p_scalar) const {
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return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
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}
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Vector3i Vector3i::operator-() const {
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return Vector3i(-x, -y, -z);
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}
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bool Vector3i::operator==(const Vector3i &p_v) const {
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return (x == p_v.x && y == p_v.y && z == p_v.z);
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}
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bool Vector3i::operator!=(const Vector3i &p_v) const {
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return (x != p_v.x || y != p_v.y || z != p_v.z);
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}
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bool Vector3i::operator<(const Vector3i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z < p_v.z;
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector3i::operator>(const Vector3i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z > p_v.z;
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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bool Vector3i::operator<=(const Vector3i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z <= p_v.z;
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector3i::operator>=(const Vector3i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z >= p_v.z;
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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void Vector3i::zero() {
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x = y = z = 0;
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}
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} // namespace godot
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#endif // GODOT_VECTOR3I_HPP
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