65 lines
3.1 KiB
C++
65 lines
3.1 KiB
C++
/**************************************************************************/
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/* vector3i.cpp */
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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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#include "vector3i.h"
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#include "core/math/vector3.h"
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#include "core/string/ustring.h"
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Vector3i::Axis Vector3i::min_axis_index() const {
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return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
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}
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Vector3i::Axis Vector3i::max_axis_index() const {
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return x < y ? (y < z ? Vector3i::AXIS_Z : Vector3i::AXIS_Y) : (x < z ? Vector3i::AXIS_Z : Vector3i::AXIS_X);
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}
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Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
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return Vector3i(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y),
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CLAMP(z, p_min.z, p_max.z));
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}
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Vector3i Vector3i::snapped(const Vector3i &p_step) const {
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return Vector3i(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y),
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Math::snapped(z, p_step.z));
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}
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Vector3i::operator String() const {
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return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
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}
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Vector3i::operator Vector3() const {
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return Vector3(x, y, z);
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}
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