Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to`
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@ -85,6 +85,14 @@ struct _NO_DISCARD_ Vector2i {
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return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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}
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double distance_to(const Vector2i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t distance_squared_to(const Vector2i &p_to) const {
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return (p_to - *this).length_squared();
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}
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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@ -87,6 +87,9 @@ struct _NO_DISCARD_ Vector3i {
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Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
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Vector3i snapped(const Vector3i &p_step) const;
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_FORCE_INLINE_ double distance_to(const Vector3i &p_to) const;
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_FORCE_INLINE_ int64_t distance_squared_to(const Vector3i &p_to) const;
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/* Operators */
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_FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
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@ -143,6 +146,14 @@ Vector3i Vector3i::sign() const {
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return Vector3i(SIGN(x), SIGN(y), SIGN(z));
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}
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double Vector3i::distance_to(const Vector3i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t Vector3i::distance_squared_to(const Vector3i &p_to) const {
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return (p_to - *this).length_squared();
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}
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/* Operators */
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Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
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@ -84,6 +84,9 @@ struct _NO_DISCARD_ Vector4i {
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_FORCE_INLINE_ void zero();
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_FORCE_INLINE_ double distance_to(const Vector4i &p_to) const;
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_FORCE_INLINE_ int64_t distance_squared_to(const Vector4i &p_to) const;
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_FORCE_INLINE_ Vector4i abs() const;
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_FORCE_INLINE_ Vector4i sign() const;
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Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
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@ -139,6 +142,14 @@ double Vector4i::length() const {
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return Math::sqrt((double)length_squared());
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}
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double Vector4i::distance_to(const Vector4i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t Vector4i::distance_squared_to(const Vector4i &p_to) const {
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return (p_to - *this).length_squared();
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}
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Vector4i Vector4i::abs() const {
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return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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@ -1796,6 +1796,8 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector2i, aspect, sarray(), varray());
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bind_method(Vector2i, max_axis_index, sarray(), varray());
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bind_method(Vector2i, min_axis_index, sarray(), varray());
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bind_method(Vector2i, distance_to, sarray("to"), varray());
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bind_method(Vector2i, distance_squared_to, sarray("to"), varray());
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bind_method(Vector2i, length, sarray(), varray());
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bind_method(Vector2i, length_squared, sarray(), varray());
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bind_method(Vector2i, sign, sarray(), varray());
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@ -1886,6 +1888,8 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector3i, min_axis_index, sarray(), varray());
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bind_method(Vector3i, max_axis_index, sarray(), varray());
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bind_method(Vector3i, distance_to, sarray("to"), varray());
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bind_method(Vector3i, distance_squared_to, sarray("to"), varray());
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bind_method(Vector3i, length, sarray(), varray());
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bind_method(Vector3i, length_squared, sarray(), varray());
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bind_method(Vector3i, sign, sarray(), varray());
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@ -1932,6 +1936,8 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector4i, abs, sarray(), varray());
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bind_method(Vector4i, clamp, sarray("min", "max"), varray());
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bind_method(Vector4i, snapped, sarray("step"), varray());
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bind_method(Vector4i, distance_to, sarray("to"), varray());
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bind_method(Vector4i, distance_squared_to, sarray("to"), varray());
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/* Plane */
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@ -64,6 +64,21 @@
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Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
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</description>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<return type="int" />
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<param index="0" name="to" type="Vector2i" />
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<description>
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Returns the squared distance between this vector and [param to].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<return type="float" />
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<param index="0" name="to" type="Vector2i" />
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<description>
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Returns the distance between this vector and [param to].
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</description>
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</method>
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<method name="length" qualifiers="const">
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<return type="float" />
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<description>
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@ -59,6 +59,21 @@
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Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
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</description>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<return type="int" />
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<param index="0" name="to" type="Vector3i" />
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<description>
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Returns the squared distance between this vector and [param to].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<return type="float" />
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<param index="0" name="to" type="Vector3i" />
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<description>
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Returns the distance between this vector and [param to].
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</description>
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</method>
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<method name="length" qualifiers="const">
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<return type="float" />
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<description>
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@ -57,6 +57,21 @@
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Returns a new vector with all components clamped between the components of [param min] and [param max], by running [method @GlobalScope.clamp] on each component.
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</description>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<return type="int" />
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<param index="0" name="to" type="Vector4i" />
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<description>
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Returns the squared distance between this vector and [param to].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<return type="float" />
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<param index="0" name="to" type="Vector4i" />
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<description>
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Returns the distance between this vector and [param to].
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</description>
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</method>
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<method name="length" qualifiers="const">
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<return type="float" />
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<description>
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@ -120,6 +120,29 @@ namespace Godot
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);
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public readonly int DistanceSquaredTo(Vector2I to)
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{
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector2I)"/>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public readonly real_t DistanceTo(Vector2I to)
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{
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the length (magnitude) of this vector.
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/// </summary>
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@ -128,6 +128,29 @@ namespace Godot
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);
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public readonly int DistanceSquaredTo(Vector3I to)
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{
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector3I)"/>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public readonly real_t DistanceTo(Vector3I to)
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{
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the length (magnitude) of this vector.
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/// </summary>
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@ -145,6 +145,29 @@ namespace Godot
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);
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public readonly int DistanceSquaredTo(Vector4I to)
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{
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector4I)"/>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public readonly real_t DistanceTo(Vector4I to)
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{
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the length (magnitude) of this vector.
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/// </summary>
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@ -87,6 +87,12 @@ TEST_CASE("[Vector2i] Length methods") {
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CHECK_MESSAGE(
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vector2.length() == doctest::Approx(36.05551275463989293119),
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"Vector2i length should work as expected.");
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CHECK_MESSAGE(
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vector1.distance_squared_to(vector2) == 500,
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"Vector2i distance_squared_to should work as expected and return exact result.");
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CHECK_MESSAGE(
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vector1.distance_to(vector2) == doctest::Approx(22.36067977499789696409),
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"Vector2i distance_to should work as expected.");
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}
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TEST_CASE("[Vector2i] Operators") {
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@ -90,6 +90,12 @@ TEST_CASE("[Vector3i] Length methods") {
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CHECK_MESSAGE(
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vector2.length() == doctest::Approx(53.8516480713450403125),
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"Vector3i length should work as expected.");
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CHECK_MESSAGE(
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vector1.distance_squared_to(vector2) == 1400,
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"Vector3i distance_squared_to should work as expected and return exact result.");
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CHECK_MESSAGE(
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vector1.distance_to(vector2) == doctest::Approx(37.41657386773941385584),
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"Vector3i distance_to should work as expected.");
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}
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TEST_CASE("[Vector3i] Operators") {
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@ -90,6 +90,12 @@ TEST_CASE("[Vector4i] Length methods") {
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CHECK_MESSAGE(
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vector2.length() == doctest::Approx(73.4846922835),
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"Vector4i length should work as expected.");
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CHECK_MESSAGE(
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vector1.distance_squared_to(vector2) == 3000,
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"Vector4i distance_squared_to should work as expected.");
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CHECK_MESSAGE(
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vector1.distance_to(vector2) == doctest::Approx(54.772255750517),
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"Vector4i distance_to should work as expected.");
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}
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TEST_CASE("[Vector4i] Operators") {
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