/*************************************************************************/ /* vector3i.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 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