1/**************************************************************************/
2/* vector4i.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#include "vector4i.h"
32
33#include "core/math/vector4.h"
34#include "core/string/ustring.h"
35
36Vector4i::Axis Vector4i::min_axis_index() const {
37 uint32_t min_index = 0;
38 int32_t min_value = x;
39 for (uint32_t i = 1; i < 4; i++) {
40 if (operator[](i) <= min_value) {
41 min_index = i;
42 min_value = operator[](i);
43 }
44 }
45 return Vector4i::Axis(min_index);
46}
47
48Vector4i::Axis Vector4i::max_axis_index() const {
49 uint32_t max_index = 0;
50 int32_t max_value = x;
51 for (uint32_t i = 1; i < 4; i++) {
52 if (operator[](i) > max_value) {
53 max_index = i;
54 max_value = operator[](i);
55 }
56 }
57 return Vector4i::Axis(max_index);
58}
59
60Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
61 return Vector4i(
62 CLAMP(x, p_min.x, p_max.x),
63 CLAMP(y, p_min.y, p_max.y),
64 CLAMP(z, p_min.z, p_max.z),
65 CLAMP(w, p_min.w, p_max.w));
66}
67
68Vector4i Vector4i::snapped(const Vector4i &p_step) const {
69 return Vector4i(
70 Math::snapped(x, p_step.x),
71 Math::snapped(y, p_step.y),
72 Math::snapped(z, p_step.z),
73 Math::snapped(w, p_step.w));
74}
75
76Vector4i::operator String() const {
77 return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
78}
79
80Vector4i::operator Vector4() const {
81 return Vector4(x, y, z, w);
82}
83
84Vector4i::Vector4i(const Vector4 &p_vec4) {
85 x = (int32_t)p_vec4.x;
86 y = (int32_t)p_vec4.y;
87 z = (int32_t)p_vec4.z;
88 w = (int32_t)p_vec4.w;
89}
90
91static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));
92