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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			278 lines
		
	
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			278 lines
		
	
	
	
		
			7.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  vector3i.h                                                           */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef VECTOR3I_H
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| #define VECTOR3I_H
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| 
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| #include "core/string/ustring.h"
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| #include "core/typedefs.h"
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| 
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| struct Vector3i {
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| 	enum Axis {
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| 		AXIS_X,
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| 		AXIS_Y,
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| 		AXIS_Z,
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| 	};
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| 
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| 	union {
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| 		struct {
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| 			int32_t x;
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| 			int32_t y;
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| 			int32_t z;
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| 		};
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| 
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| 		int32_t coord[3] = { 0 };
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| 	};
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| 
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| 	_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
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| 		return coord[p_axis];
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| 	}
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| 
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| 	_FORCE_INLINE_ int32_t &operator[](int p_axis) {
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| 		return coord[p_axis];
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| 	}
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| 
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| 	void set_axis(int p_axis, int32_t p_value);
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| 	int32_t get_axis(int p_axis) const;
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| 
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| 	int min_axis() const;
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| 	int max_axis() const;
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| 
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| 	_FORCE_INLINE_ void zero();
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| 
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| 	_FORCE_INLINE_ Vector3i abs() const;
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| 	_FORCE_INLINE_ Vector3i sign() const;
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| 
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| 	/* Operators */
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| 
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| 	_FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
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| 	_FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v);
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| 	_FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v);
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| 	_FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v);
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| 	_FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ Vector3i &operator%=(const Vector3i &p_v);
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| 	_FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const;
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| 
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| 	_FORCE_INLINE_ Vector3i &operator*=(int32_t p_scalar);
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| 	_FORCE_INLINE_ Vector3i operator*(int32_t p_scalar) const;
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| 	_FORCE_INLINE_ Vector3i &operator/=(int32_t p_scalar);
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| 	_FORCE_INLINE_ Vector3i operator/(int32_t p_scalar) const;
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| 	_FORCE_INLINE_ Vector3i &operator%=(int32_t p_scalar);
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| 	_FORCE_INLINE_ Vector3i operator%(int32_t p_scalar) const;
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| 
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| 	_FORCE_INLINE_ Vector3i operator-() const;
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| 
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| 	_FORCE_INLINE_ bool operator==(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ bool operator<(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ bool operator>(const Vector3i &p_v) const;
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| 	_FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
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| 
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| 	operator String() const;
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| 
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| 	_FORCE_INLINE_ Vector3i() {}
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| 	_FORCE_INLINE_ Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
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| 		x = p_x;
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| 		y = p_y;
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| 		z = p_z;
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| 	}
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| };
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| 
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| Vector3i Vector3i::abs() const {
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| 	return Vector3i(ABS(x), ABS(y), ABS(z));
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| }
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| 
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| Vector3i Vector3i::sign() const {
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| 	return Vector3i(SGN(x), SGN(y), SGN(z));
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| }
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| 
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| /* Operators */
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| 
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| Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
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| 	x += p_v.x;
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| 	y += p_v.y;
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| 	z += p_v.z;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator+(const Vector3i &p_v) const {
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| 	return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
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| }
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| 
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| Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
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| 	x -= p_v.x;
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| 	y -= p_v.y;
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| 	z -= p_v.z;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator-(const Vector3i &p_v) const {
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| 	return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
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| }
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| 
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| Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
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| 	x *= p_v.x;
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| 	y *= p_v.y;
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| 	z *= p_v.z;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator*(const Vector3i &p_v) const {
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| 	return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
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| }
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| 
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| Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
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| 	x /= p_v.x;
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| 	y /= p_v.y;
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| 	z /= p_v.z;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator/(const Vector3i &p_v) const {
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| 	return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
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| }
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| 
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| Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
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| 	x %= p_v.x;
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| 	y %= p_v.y;
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| 	z %= p_v.z;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator%(const Vector3i &p_v) const {
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| 	return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
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| }
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| 
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| Vector3i &Vector3i::operator*=(int32_t p_scalar) {
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| 	x *= p_scalar;
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| 	y *= p_scalar;
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| 	z *= p_scalar;
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| 	return *this;
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| }
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| 
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| _FORCE_INLINE_ Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
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| 	return p_vec * p_scalar;
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| }
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| 
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| Vector3i Vector3i::operator*(int32_t p_scalar) const {
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| 	return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
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| }
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| 
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| Vector3i &Vector3i::operator/=(int32_t p_scalar) {
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| 	x /= p_scalar;
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| 	y /= p_scalar;
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| 	z /= p_scalar;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator/(int32_t p_scalar) const {
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| 	return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
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| }
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| 
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| Vector3i &Vector3i::operator%=(int32_t p_scalar) {
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| 	x %= p_scalar;
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| 	y %= p_scalar;
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| 	z %= p_scalar;
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| 	return *this;
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| }
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| 
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| Vector3i Vector3i::operator%(int32_t p_scalar) const {
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| 	return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
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| }
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| 
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| Vector3i Vector3i::operator-() const {
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| 	return Vector3i(-x, -y, -z);
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| }
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| 
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| bool Vector3i::operator==(const Vector3i &p_v) const {
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| 	return (x == p_v.x && y == p_v.y && z == p_v.z);
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| }
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| 
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| bool Vector3i::operator!=(const Vector3i &p_v) const {
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| 	return (x != p_v.x || y != p_v.y || z != p_v.z);
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| }
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| 
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| bool Vector3i::operator<(const Vector3i &p_v) const {
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| 	if (x == p_v.x) {
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| 		if (y == p_v.y) {
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| 			return z < p_v.z;
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| 		} else {
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| 			return y < p_v.y;
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| 		}
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| 	} else {
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| 		return x < p_v.x;
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| 	}
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| }
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| 
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| bool Vector3i::operator>(const Vector3i &p_v) const {
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| 	if (x == p_v.x) {
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| 		if (y == p_v.y) {
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| 			return z > p_v.z;
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| 		} else {
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| 			return y > p_v.y;
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| 		}
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| 	} else {
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| 		return x > p_v.x;
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| 	}
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| }
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| 
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| bool Vector3i::operator<=(const Vector3i &p_v) const {
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| 	if (x == p_v.x) {
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| 		if (y == p_v.y) {
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| 			return z <= p_v.z;
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| 		} else {
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| 			return y < p_v.y;
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| 		}
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| 	} else {
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| 		return x < p_v.x;
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| 	}
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| }
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| 
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| bool Vector3i::operator>=(const Vector3i &p_v) const {
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| 	if (x == p_v.x) {
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| 		if (y == p_v.y) {
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| 			return z >= p_v.z;
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| 		} else {
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| 			return y > p_v.y;
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| 		}
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| 	} else {
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| 		return x > p_v.x;
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| 	}
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| }
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| 
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| void Vector3i::zero() {
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| 	x = y = z = 0;
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| }
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| 
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| #endif // VECTOR3I_H
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