d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
311 lines
8.6 KiB
C++
311 lines
8.6 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 VECTOR3I_H
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#define VECTOR3I_H
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#include "core/error/error_macros.h"
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#include "core/math/math_funcs.h"
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class String;
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struct Vector3;
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struct _NO_DISCARD_ Vector3i {
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static const int AXIS_COUNT = 3;
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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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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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int32_t coord[3] = { 0 };
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};
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_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 3);
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return coord[p_axis];
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}
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_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 3);
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return coord[p_axis];
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}
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Vector3i::Axis min_axis_index() const;
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Vector3i::Axis max_axis_index() const;
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_FORCE_INLINE_ int64_t length_squared() const;
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_FORCE_INLINE_ double length() const;
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_FORCE_INLINE_ void zero();
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_FORCE_INLINE_ Vector3i abs() const;
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_FORCE_INLINE_ Vector3i sign() const;
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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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/* Operators */
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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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_FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator%(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i operator-() 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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_FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
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operator String() const;
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operator Vector3() const;
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_FORCE_INLINE_ Vector3i() {}
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_FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const 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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int64_t Vector3i::length_squared() const {
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return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z;
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}
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double Vector3i::length() const {
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return Math::sqrt((double)length_squared());
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}
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Vector3i Vector3i::abs() const {
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return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
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}
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Vector3i Vector3i::sign() const {
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return Vector3i(SIGN(x), SIGN(y), SIGN(z));
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}
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/* Operators */
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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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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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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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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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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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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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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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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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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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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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Vector3i &Vector3i::operator*=(const 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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Vector3i Vector3i::operator*(const 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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// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) {
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return p_vector * p_scalar;
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}
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Vector3i &Vector3i::operator/=(const 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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Vector3i Vector3i::operator/(const 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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Vector3i &Vector3i::operator%=(const 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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Vector3i Vector3i::operator%(const 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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Vector3i Vector3i::operator-() const {
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return Vector3i(-x, -y, -z);
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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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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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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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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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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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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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void Vector3i::zero() {
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x = y = z = 0;
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}
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#endif // VECTOR3I_H
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