vector3i.cpp 3.1 KB

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  1. /**************************************************************************/
  2. /* vector3i.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "vector3i.h"
  31. #include "core/math/vector3.h"
  32. #include "core/string/ustring.h"
  33. Vector3i::Axis Vector3i::min_axis_index() const {
  34. return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
  35. }
  36. Vector3i::Axis Vector3i::max_axis_index() const {
  37. return x < y ? (y < z ? Vector3i::AXIS_Z : Vector3i::AXIS_Y) : (x < z ? Vector3i::AXIS_Z : Vector3i::AXIS_X);
  38. }
  39. Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
  40. return Vector3i(
  41. CLAMP(x, p_min.x, p_max.x),
  42. CLAMP(y, p_min.y, p_max.y),
  43. CLAMP(z, p_min.z, p_max.z));
  44. }
  45. Vector3i Vector3i::snapped(const Vector3i &p_step) const {
  46. return Vector3i(
  47. Math::snapped(x, p_step.x),
  48. Math::snapped(y, p_step.y),
  49. Math::snapped(z, p_step.z));
  50. }
  51. Vector3i::operator String() const {
  52. return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
  53. }
  54. Vector3i::operator Vector3() const {
  55. return Vector3(x, y, z);
  56. }