godot-cpp/src/variant/vector4i.cpp

88 lines
3.5 KiB
C++

/**************************************************************************/
/* 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 <godot_cpp/variant/vector4i.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector4.hpp>
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