Add bindings for Vector4, Vector4i, Projection built-in types.
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@@ -31,6 +31,7 @@
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#ifndef GODOT_VECTOR2I_HPP
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#define GODOT_VECTOR2I_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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@@ -50,19 +51,43 @@ public:
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};
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union {
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int32_t x = 0;
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int32_t width;
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};
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union {
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int32_t y = 0;
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int32_t height;
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struct {
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union {
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int32_t x;
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int32_t width;
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};
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union {
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int32_t y;
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int32_t height;
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};
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};
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int32_t coord[2] = { 0 };
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};
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inline int32_t &operator[](int p_idx) {
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return p_idx ? y : x;
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_FORCE_INLINE_ int32_t &operator[](int p_idx) {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return coord[p_idx];
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}
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inline const int32_t &operator[](int p_idx) const {
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return p_idx ? y : x;
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_FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return coord[p_idx];
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}
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_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
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return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
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}
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_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
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return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
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}
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Vector2i min(const Vector2i &p_vector2i) const {
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return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
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}
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Vector2i max(const Vector2i &p_vector2i) const {
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return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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}
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Vector2i operator+(const Vector2i &p_v) const;
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@@ -92,38 +117,40 @@ public:
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bool operator==(const Vector2i &p_vec2) const;
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bool operator!=(const Vector2i &p_vec2) const;
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int64_t length_squared() const;
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double length() const;
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
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Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
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Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
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Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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operator String() const;
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operator Vector2() const;
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inline Vector2i() {}
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inline Vector2i(int32_t p_x, int32_t p_y) {
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inline Vector2i(const int32_t p_x, const int32_t p_y) {
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x = p_x;
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y = p_y;
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}
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};
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inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
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// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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_FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * (int32_t)p_scalar;
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_FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
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float x = (float)p_vector.x * p_scalar;
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float y = (float)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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_FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
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double x = (double)p_vector.x * p_scalar;
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double y = (double)p_vector.y * p_scalar;
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return Vector2i((int32_t)round(x), (int32_t)round(y));
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_FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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typedef Vector2i Size2i;
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