/**************************************************************************/ /* vector2i.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 "vector2i.h" #include "core/math/vector2.h" #include "core/string/ustring.h" Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const { return Vector2i( CLAMP(x, p_min.x, p_max.x), CLAMP(y, p_min.y, p_max.y)); } Vector2i Vector2i::snapped(const Vector2i &p_step) const { return Vector2i( Math::snapped(x, p_step.x), Math::snapped(y, p_step.y)); } int64_t Vector2i::length_squared() const { return x * (int64_t)x + y * (int64_t)y; } double Vector2i::length() const { return Math::sqrt((double)length_squared()); } Vector2i Vector2i::operator+(const Vector2i &p_v) const { return Vector2i(x + p_v.x, y + p_v.y); } void Vector2i::operator+=(const Vector2i &p_v) { x += p_v.x; y += p_v.y; } Vector2i Vector2i::operator-(const Vector2i &p_v) const { return Vector2i(x - p_v.x, y - p_v.y); } void Vector2i::operator-=(const Vector2i &p_v) { x -= p_v.x; y -= p_v.y; } Vector2i Vector2i::operator*(const Vector2i &p_v1) const { return Vector2i(x * p_v1.x, y * p_v1.y); } Vector2i Vector2i::operator*(const int32_t &rvalue) const { return Vector2i(x * rvalue, y * rvalue); } void Vector2i::operator*=(const int32_t &rvalue) { x *= rvalue; y *= rvalue; } Vector2i Vector2i::operator/(const Vector2i &p_v1) const { return Vector2i(x / p_v1.x, y / p_v1.y); } Vector2i Vector2i::operator/(const int32_t &rvalue) const { return Vector2i(x / rvalue, y / rvalue); } void Vector2i::operator/=(const int32_t &rvalue) { x /= rvalue; y /= rvalue; } Vector2i Vector2i::operator%(const Vector2i &p_v1) const { return Vector2i(x % p_v1.x, y % p_v1.y); } Vector2i Vector2i::operator%(const int32_t &rvalue) const { return Vector2i(x % rvalue, y % rvalue); } void Vector2i::operator%=(const int32_t &rvalue) { x %= rvalue; y %= rvalue; } Vector2i Vector2i::operator-() const { return Vector2i(-x, -y); } bool Vector2i::operator==(const Vector2i &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool Vector2i::operator!=(const Vector2i &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } Vector2i::operator String() const { return "(" + itos(x) + ", " + itos(y) + ")"; } Vector2i::operator Vector2() const { return Vector2((int32_t)x, (int32_t)y); }