/** * * Voxel Tools for Godot Engine * * Copyright(c) 2016 Marc Gilleron * * 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 VOXEL_VECTOR3I_H #define VOXEL_VECTOR3I_H #include #include struct Vector3i { union { struct { int x; int y; int z; }; int coords[3]; }; _FORCE_INLINE_ Vector3i() : x(0), y(0), z(0) {} _FORCE_INLINE_ Vector3i(int xyz) : x(xyz), y(xyz), z(xyz) {} _FORCE_INLINE_ Vector3i(int px, int py, int pz) : x(px), y(py), z(pz) {} _FORCE_INLINE_ Vector3i(const Vector3i &other) { *this = other; } _FORCE_INLINE_ Vector3i(const Vector3 &f) { x = Math::floor(f.x); y = Math::floor(f.y); z = Math::floor(f.z); } _FORCE_INLINE_ Vector3 to_vec3() const { return Vector3(x, y, z); } _FORCE_INLINE_ int volume() const { return x * y * z; } _FORCE_INLINE_ int length_sq() const { return x * x + y * y + z * z; } _FORCE_INLINE_ real_t length() const { return Math::sqrt((real_t)length_sq()); } _FORCE_INLINE_ int distance_sq(const Vector3i &other) const; _FORCE_INLINE_ Vector3i &operator=(const Vector3i &other) { x = other.x; y = other.y; z = other.z; return *this; } _FORCE_INLINE_ void operator+=(const Vector3i &other) { x += other.x; y += other.y; z += other.z; } _FORCE_INLINE_ void operator-=(const Vector3i &other) { x -= other.x; y -= other.y; z -= other.z; } _FORCE_INLINE_ Vector3i operator-() const { return Vector3i(-x, -y, -z); } _FORCE_INLINE_ int &operator[](unsigned int i) { return coords[i]; } void clamp_to(const Vector3i min, const Vector3i max) { if (x < min.x) x = min.x; if (y < min.y) y = min.y; if (z < min.z) z = min.z; // TODO Not sure it should clamp like that... if (x >= max.x) x = max.x - 1; if (y >= max.y) y = max.y - 1; if (z >= max.z) z = max.z - 1; } _FORCE_INLINE_ bool is_contained_in(const Vector3i &min, const Vector3i &max) { return x >= min.x && y >= min.y && z >= min.z && x < max.x && y < max.y && z < max.z; } _FORCE_INLINE_ Vector3i wrap(const Vector3i &size) { return Vector3i( x % size.x, y % size.y, z % size.z); } static void sort_min_max(Vector3i &a, Vector3i &b) { sort_min_max(a.x, b.x); sort_min_max(a.y, b.y); sort_min_max(a.z, b.z); } private: static _FORCE_INLINE_ void sort_min_max(int &a, int &b) { if (a > b) { int temp = a; a = b; b = temp; } } }; _FORCE_INLINE_ Vector3i operator+(const Vector3i a, const Vector3i &b) { return Vector3i(a.x + b.x, a.y + b.y, a.z + b.z); } _FORCE_INLINE_ Vector3i operator-(const Vector3i &a, const Vector3i &b) { return Vector3i(a.x - b.x, a.y - b.y, a.z - b.z); } _FORCE_INLINE_ Vector3i operator*(const Vector3i &a, const Vector3i &b) { return Vector3i(a.x * b.x, a.y * b.y, a.z * b.z); } _FORCE_INLINE_ Vector3i operator*(const Vector3i &a, int n) { return Vector3i(a.x * n, a.y * n, a.z * n); } _FORCE_INLINE_ Vector3i operator*(int n, const Vector3i &a) { return Vector3i(a.x * n, a.y * n, a.z * n); } _FORCE_INLINE_ Vector3i operator/(const Vector3i &a, int n) { return Vector3i(a.x / n, a.y / n, a.z / n); } _FORCE_INLINE_ bool operator==(const Vector3i &a, const Vector3i &b) { return a.x == b.x && a.y == b.y && a.z == b.z; } _FORCE_INLINE_ bool operator!=(const Vector3i &a, const Vector3i &b) { return a.x != b.x || a.y != b.y || a.z != b.z; } _FORCE_INLINE_ Vector3i operator<<(const Vector3i &a, int b) { return Vector3i(a.x << b, a.y << b, a.z << b); } _FORCE_INLINE_ Vector3i operator>>(const Vector3i &a, int b) { return Vector3i(a.x >> b, a.y >> b, a.z >> b); } _FORCE_INLINE_ bool operator<(const Vector3i &a, const Vector3i &b) { if (a.x == b.x) { if (a.y == b.y) { return a.z < b.z; } else { return a.y < b.y; } } else { return a.x < b.x; } } _FORCE_INLINE_ int Vector3i::distance_sq(const Vector3i &other) const { return (other - *this).length_sq(); } struct Vector3iHasher { static _FORCE_INLINE_ uint32_t hash(const Vector3i &v) { uint32_t hash = hash_djb2_one_32(v.x); hash = hash_djb2_one_32(v.y, hash); return hash_djb2_one_32(v.z, hash); } }; #endif // VOXEL_VECTOR3I_H