From 34547120ddde197c57ed420d33db898ca49cca9b Mon Sep 17 00:00:00 2001 From: Relintai Date: Mon, 21 Mar 2022 02:13:08 +0100 Subject: [PATCH] Added Vector3i from godot4. --- core/math/vector3i.cpp | 67 +++++++++ core/math/vector3i.h | 310 +++++++++++++++++++++++++++++++++++++++++ 2 files changed, 377 insertions(+) create mode 100644 core/math/vector3i.cpp create mode 100644 core/math/vector3i.h diff --git a/core/math/vector3i.cpp b/core/math/vector3i.cpp new file mode 100644 index 000000000..e4cc15101 --- /dev/null +++ b/core/math/vector3i.cpp @@ -0,0 +1,67 @@ +/*************************************************************************/ +/* vector3i.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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. */ +/*************************************************************************/ + +#include "vector3i.h" + +#include "core/math/vector3.h" +#include "core/ustring.h" + +void Vector3i::set_axis(const int p_axis, const int32_t p_value) { + ERR_FAIL_INDEX(p_axis, 3); + coord[p_axis] = p_value; +} + +int32_t Vector3i::get_axis(const int p_axis) const { + ERR_FAIL_INDEX_V(p_axis, 3, 0); + return operator[](p_axis); +} + +Vector3i::Axis Vector3i::min_axis_index() const { + return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z); +} + +Vector3i::Axis Vector3i::max_axis_index() const { + return x < y ? (y < z ? Vector3i::AXIS_Z : Vector3i::AXIS_Y) : (x < z ? Vector3i::AXIS_Z : Vector3i::AXIS_X); +} + +Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const { + return Vector3i( + CLAMP(x, p_min.x, p_max.x), + CLAMP(y, p_min.y, p_max.y), + CLAMP(z, p_min.z, p_max.z)); +} + +Vector3i::operator String() const { + return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")"; +} + +Vector3i::operator Vector3() const { + return Vector3(x, y, z); +} diff --git a/core/math/vector3i.h b/core/math/vector3i.h new file mode 100644 index 000000000..e11e9407f --- /dev/null +++ b/core/math/vector3i.h @@ -0,0 +1,310 @@ +/*************************************************************************/ +/* vector3i.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 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/error_macros.h" +#include "core/math/math_funcs.h" + +class String; +struct Vector3; + +struct _NO_DISCARD_CLASS_ Vector3i { + enum Axis { + AXIS_X, + AXIS_Y, + AXIS_Z, + }; + + union { + struct { + int32_t x; + int32_t y; + int32_t z; + }; + + int32_t coord[3] = { 0 }; + }; + + _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const { + DEV_ASSERT((unsigned int)p_axis < 3); + return coord[p_axis]; + } + + _FORCE_INLINE_ int32_t &operator[](const int p_axis) { + DEV_ASSERT((unsigned int)p_axis < 3); + return coord[p_axis]; + } + + void set_axis(const int p_axis, const int32_t p_value); + int32_t get_axis(const int p_axis) const; + + Vector3i::Axis min_axis_index() const; + Vector3i::Axis max_axis_index() const; + + _FORCE_INLINE_ int64_t length_squared() const; + _FORCE_INLINE_ double length() const; + + _FORCE_INLINE_ void zero(); + + _FORCE_INLINE_ Vector3i abs() const; + _FORCE_INLINE_ Vector3i sign() const; + Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) 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%=(const Vector3i &p_v); + _FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const; + + _FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar); + _FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const; + _FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar); + _FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const; + _FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar); + _FORCE_INLINE_ Vector3i operator%(const 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; + operator Vector3() const; + + _FORCE_INLINE_ Vector3i() {} + _FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const int32_t p_z) { + x = p_x; + y = p_y; + z = p_z; + } +}; + +int64_t Vector3i::length_squared() const { + return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z; +} + +double Vector3i::length() const { + return Math::sqrt((double)length_squared()); +} + +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%=(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 int32_t p_scalar) { + x *= p_scalar; + y *= p_scalar; + z *= p_scalar; + return *this; +} + +Vector3i Vector3i::operator*(const int32_t p_scalar) const { + return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar); +} + +// Multiplication operators required to workaround issues with LLVM using implicit conversion. + +_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) { + return p_vector * p_scalar; +} + +_FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) { + return p_vector * p_scalar; +} + +_FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) { + return p_vector * p_scalar; +} + +_FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) { + return p_vector * p_scalar; +} + +Vector3i &Vector3i::operator/=(const int32_t p_scalar) { + x /= p_scalar; + y /= p_scalar; + z /= p_scalar; + return *this; +} + +Vector3i Vector3i::operator/(const int32_t p_scalar) const { + return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar); +} + +Vector3i &Vector3i::operator%=(const int32_t p_scalar) { + x %= p_scalar; + y %= p_scalar; + z %= p_scalar; + return *this; +} + +Vector3i Vector3i::operator%(const 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