Files
godot-cpp/include/godot_cpp/variant/vector3i.hpp
Rémi Verschelde 7e3321d1b2 Use forward declares for vector math types
Adds operators to convert from int vector types to float vector types
as done in the upstream engine implementations.
2022-02-20 12:04:08 +01:00

291 lines
7.4 KiB
C++

/*************************************************************************/
/* vector3i.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef GODOT_VECTOR3I_HPP
#define GODOT_VECTOR3I_HPP
#include <godot_cpp/core/math.hpp>
namespace godot {
class String;
class Vector3;
class Vector3i {
_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
friend class Variant;
public:
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;
operator Vector3() 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