1/**************************************************************************/
2/* vector4i.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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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#ifndef VECTOR4I_H
32#define VECTOR4I_H
33
34#include "core/error/error_macros.h"
35#include "core/math/math_funcs.h"
36
37class String;
38struct Vector4;
39
40struct _NO_DISCARD_ Vector4i {
41 static const int AXIS_COUNT = 4;
42
43 enum Axis {
44 AXIS_X,
45 AXIS_Y,
46 AXIS_Z,
47 AXIS_W,
48 };
49
50 union {
51 struct {
52 int32_t x;
53 int32_t y;
54 int32_t z;
55 int32_t w;
56 };
57
58 int32_t coord[4] = { 0 };
59 };
60
61 _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
62 DEV_ASSERT((unsigned int)p_axis < 4);
63 return coord[p_axis];
64 }
65
66 _FORCE_INLINE_ int32_t &operator[](const int p_axis) {
67 DEV_ASSERT((unsigned int)p_axis < 4);
68 return coord[p_axis];
69 }
70
71 Vector4i::Axis min_axis_index() const;
72 Vector4i::Axis max_axis_index() const;
73
74 Vector4i min(const Vector4i &p_vector4i) const {
75 return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w));
76 }
77
78 Vector4i max(const Vector4i &p_vector4i) const {
79 return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w));
80 }
81
82 _FORCE_INLINE_ int64_t length_squared() const;
83 _FORCE_INLINE_ double length() const;
84
85 _FORCE_INLINE_ void zero();
86
87 _FORCE_INLINE_ Vector4i abs() const;
88 _FORCE_INLINE_ Vector4i sign() const;
89 Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
90 Vector4i snapped(const Vector4i &p_step) const;
91
92 /* Operators */
93
94 _FORCE_INLINE_ Vector4i &operator+=(const Vector4i &p_v);
95 _FORCE_INLINE_ Vector4i operator+(const Vector4i &p_v) const;
96 _FORCE_INLINE_ Vector4i &operator-=(const Vector4i &p_v);
97 _FORCE_INLINE_ Vector4i operator-(const Vector4i &p_v) const;
98 _FORCE_INLINE_ Vector4i &operator*=(const Vector4i &p_v);
99 _FORCE_INLINE_ Vector4i operator*(const Vector4i &p_v) const;
100 _FORCE_INLINE_ Vector4i &operator/=(const Vector4i &p_v);
101 _FORCE_INLINE_ Vector4i operator/(const Vector4i &p_v) const;
102 _FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
103 _FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
104
105 _FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
106 _FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
107 _FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
108 _FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
109 _FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
110 _FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
111
112 _FORCE_INLINE_ Vector4i operator-() const;
113
114 _FORCE_INLINE_ bool operator==(const Vector4i &p_v) const;
115 _FORCE_INLINE_ bool operator!=(const Vector4i &p_v) const;
116 _FORCE_INLINE_ bool operator<(const Vector4i &p_v) const;
117 _FORCE_INLINE_ bool operator<=(const Vector4i &p_v) const;
118 _FORCE_INLINE_ bool operator>(const Vector4i &p_v) const;
119 _FORCE_INLINE_ bool operator>=(const Vector4i &p_v) const;
120
121 operator String() const;
122 operator Vector4() const;
123
124 _FORCE_INLINE_ Vector4i() {}
125 Vector4i(const Vector4 &p_vec4);
126 _FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
127 x = p_x;
128 y = p_y;
129 z = p_z;
130 w = p_w;
131 }
132};
133
134int64_t Vector4i::length_squared() const {
135 return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w;
136}
137
138double Vector4i::length() const {
139 return Math::sqrt((double)length_squared());
140}
141
142Vector4i Vector4i::abs() const {
143 return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
144}
145
146Vector4i Vector4i::sign() const {
147 return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
148}
149
150/* Operators */
151
152Vector4i &Vector4i::operator+=(const Vector4i &p_v) {
153 x += p_v.x;
154 y += p_v.y;
155 z += p_v.z;
156 w += p_v.w;
157 return *this;
158}
159
160Vector4i Vector4i::operator+(const Vector4i &p_v) const {
161 return Vector4i(x + p_v.x, y + p_v.y, z + p_v.z, w + p_v.w);
162}
163
164Vector4i &Vector4i::operator-=(const Vector4i &p_v) {
165 x -= p_v.x;
166 y -= p_v.y;
167 z -= p_v.z;
168 w -= p_v.w;
169 return *this;
170}
171
172Vector4i Vector4i::operator-(const Vector4i &p_v) const {
173 return Vector4i(x - p_v.x, y - p_v.y, z - p_v.z, w - p_v.w);
174}
175
176Vector4i &Vector4i::operator*=(const Vector4i &p_v) {
177 x *= p_v.x;
178 y *= p_v.y;
179 z *= p_v.z;
180 w *= p_v.w;
181 return *this;
182}
183
184Vector4i Vector4i::operator*(const Vector4i &p_v) const {
185 return Vector4i(x * p_v.x, y * p_v.y, z * p_v.z, w * p_v.w);
186}
187
188Vector4i &Vector4i::operator/=(const Vector4i &p_v) {
189 x /= p_v.x;
190 y /= p_v.y;
191 z /= p_v.z;
192 w /= p_v.w;
193 return *this;
194}
195
196Vector4i Vector4i::operator/(const Vector4i &p_v) const {
197 return Vector4i(x / p_v.x, y / p_v.y, z / p_v.z, w / p_v.w);
198}
199
200Vector4i &Vector4i::operator%=(const Vector4i &p_v) {
201 x %= p_v.x;
202 y %= p_v.y;
203 z %= p_v.z;
204 w %= p_v.w;
205 return *this;
206}
207
208Vector4i Vector4i::operator%(const Vector4i &p_v) const {
209 return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
210}
211
212Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
213 x *= p_scalar;
214 y *= p_scalar;
215 z *= p_scalar;
216 w *= p_scalar;
217 return *this;
218}
219
220Vector4i Vector4i::operator*(const int32_t p_scalar) const {
221 return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
222}
223
224// Multiplication operators required to workaround issues with LLVM using implicit conversion.
225
226_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
227 return p_vector * p_scalar;
228}
229
230_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
231 return p_vector * p_scalar;
232}
233
234_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
235 return p_vector * p_scalar;
236}
237
238_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
239 return p_vector * p_scalar;
240}
241
242Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
243 x /= p_scalar;
244 y /= p_scalar;
245 z /= p_scalar;
246 w /= p_scalar;
247 return *this;
248}
249
250Vector4i Vector4i::operator/(const int32_t p_scalar) const {
251 return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
252}
253
254Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
255 x %= p_scalar;
256 y %= p_scalar;
257 z %= p_scalar;
258 w %= p_scalar;
259 return *this;
260}
261
262Vector4i Vector4i::operator%(const int32_t p_scalar) const {
263 return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
264}
265
266Vector4i Vector4i::operator-() const {
267 return Vector4i(-x, -y, -z, -w);
268}
269
270bool Vector4i::operator==(const Vector4i &p_v) const {
271 return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
272}
273
274bool Vector4i::operator!=(const Vector4i &p_v) const {
275 return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
276}
277
278bool Vector4i::operator<(const Vector4i &p_v) const {
279 if (x == p_v.x) {
280 if (y == p_v.y) {
281 if (z == p_v.z) {
282 return w < p_v.w;
283 } else {
284 return z < p_v.z;
285 }
286 } else {
287 return y < p_v.y;
288 }
289 } else {
290 return x < p_v.x;
291 }
292}
293
294bool Vector4i::operator>(const Vector4i &p_v) const {
295 if (x == p_v.x) {
296 if (y == p_v.y) {
297 if (z == p_v.z) {
298 return w > p_v.w;
299 } else {
300 return z > p_v.z;
301 }
302 } else {
303 return y > p_v.y;
304 }
305 } else {
306 return x > p_v.x;
307 }
308}
309
310bool Vector4i::operator<=(const Vector4i &p_v) const {
311 if (x == p_v.x) {
312 if (y == p_v.y) {
313 if (z == p_v.z) {
314 return w <= p_v.w;
315 } else {
316 return z < p_v.z;
317 }
318 } else {
319 return y < p_v.y;
320 }
321 } else {
322 return x < p_v.x;
323 }
324}
325
326bool Vector4i::operator>=(const Vector4i &p_v) const {
327 if (x == p_v.x) {
328 if (y == p_v.y) {
329 if (z == p_v.z) {
330 return w >= p_v.w;
331 } else {
332 return z > p_v.z;
333 }
334 } else {
335 return y > p_v.y;
336 }
337 } else {
338 return x > p_v.x;
339 }
340}
341
342void Vector4i::zero() {
343 x = y = z = w = 0;
344}
345
346#endif // VECTOR4I_H
347