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-rw-r--r--core/math/vector3.h10
-rw-r--r--core/math/vector3i.cpp25
-rw-r--r--core/math/vector3i.h242
3 files changed, 277 insertions, 0 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 4ad3017109..3bf8644af9 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -32,6 +32,7 @@
#define VECTOR3_H
#include "core/math/math_funcs.h"
+#include "core/math/vector3i.h"
#include "core/ustring.h"
class Basis;
@@ -147,6 +148,15 @@ struct Vector3 {
_FORCE_INLINE_ bool operator>=(const Vector3 &p_v) const;
operator String() const;
+ _FORCE_INLINE_ operator Vector3i() const {
+ return Vector3i(x, y, z);
+ }
+
+ _FORCE_INLINE_ Vector3(const Vector3i &p_ivec) {
+ x = p_ivec.x;
+ y = p_ivec.y;
+ z = p_ivec.z;
+ }
_FORCE_INLINE_ Vector3(real_t p_x, real_t p_y, real_t p_z) {
x = p_x;
diff --git a/core/math/vector3i.cpp b/core/math/vector3i.cpp
new file mode 100644
index 0000000000..d5e05c1398
--- /dev/null
+++ b/core/math/vector3i.cpp
@@ -0,0 +1,25 @@
+#include "vector3i.h"
+
+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 (itos(x) + ", " + itos(y) + ", " + itos(z));
+}
diff --git a/core/math/vector3i.h b/core/math/vector3i.h
new file mode 100644
index 0000000000..cb2e2bdd2d
--- /dev/null
+++ b/core/math/vector3i.h
@@ -0,0 +1,242 @@
+#ifndef VECTOR3I_H
+#define VECTOR3I_H
+
+#include "core/typedefs.h"
+#include "core/ustring.h"
+
+struct Vector3i {
+
+ enum Axis {
+ AXIS_X,
+ AXIS_Y,
+ AXIS_Z,
+ };
+
+ union {
+ struct {
+ int32_t x;
+ int32_t y;
+ int32_t z;
+ };
+
+ int32_t coord[3];
+ };
+
+ _FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
+
+ return coord[p_axis];
+ }
+
+ _FORCE_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;
+
+ _FORCE_INLINE_ void zero();
+
+ _FORCE_INLINE_ Vector3i abs() const;
+ _FORCE_INLINE_ Vector3i sign() const;
+
+ /* Operators */
+
+ _FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const;
+
+ _FORCE_INLINE_ Vector3i &operator*=(int32_t p_scalar);
+ _FORCE_INLINE_ Vector3i operator*(int32_t p_scalar) const;
+ _FORCE_INLINE_ Vector3i &operator/=(int32_t p_scalar);
+ _FORCE_INLINE_ Vector3i operator/(int32_t p_scalar) const;
+
+ _FORCE_INLINE_ Vector3i operator-() const;
+
+ _FORCE_INLINE_ bool operator==(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator<(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator>(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
+
+ operator String() const;
+
+ _FORCE_INLINE_ Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
+ x = p_x;
+ y = p_y;
+ z = p_z;
+ }
+ _FORCE_INLINE_ Vector3i() { x = y = z = 0; }
+};
+
+Vector3i Vector3i::abs() const {
+
+ return Vector3i(ABS(x), ABS(y), ABS(z));
+}
+
+Vector3i Vector3i::sign() const {
+
+ return Vector3i(SGN(x), SGN(y), SGN(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*=(int32_t p_scalar) {
+
+ x *= p_scalar;
+ y *= p_scalar;
+ z *= p_scalar;
+ return *this;
+}
+
+_FORCE_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-() 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;
+}
+
+#endif // VECTOR3I_H