mirror of
https://github.com/Relintai/gdnative_cpp.git
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76 lines
2.7 KiB
C++
76 lines
2.7 KiB
C++
/*************************************************************************/
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/* Vector2.hpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef VECTOR4I_H
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#define VECTOR4I_H
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#include <gdn/vector4i.h>
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#include "Defs.hpp"
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#include <Mathp.hpp>
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namespace godot {
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class String;
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struct Vector4i {
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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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int32_t w;
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};
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int32_t coord[4]; // Not for direct access, use [] operator instead
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};
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inline Vector4i(int p_x, int p_y, int p_z, int p_w) {
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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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w = p_w;
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}
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inline Vector4i() {
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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}
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operator String() const;
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};
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} // namespace godot
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#endif // VECTOR2_H
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