godot-cpp/src/variant/vector3i.cpp
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

66 lines
3.0 KiB
C++

/*************************************************************************/
/* vector3i.cpp */
/*************************************************************************/
/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#include <godot_cpp/variant/vector3i.hpp>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector3.hpp>
namespace godot {
void Vector3i::set_axis(int p_axis, int32_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
int32_t Vector3i::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
int Vector3i::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3i::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
Vector3i::operator String() const {
return (String::num(x, 0) + ", " + String::num(y, 0) + ", " + String::num(z, 5));
}
Vector3i::operator Vector3() const {
return Vector3((real_t)x, (real_t)y, (real_t)z);
}
} // namespace godot