131 lines
4.3 KiB
C++
131 lines
4.3 KiB
C++
/*************************************************************************/
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/* vector2i.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "vector2i.h"
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#include "core/math/vector2.h"
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#include "core/string/ustring.h"
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Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
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return Vector2i(
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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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}
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Vector2i Vector2i::snapped(const Vector2i &p_step) const {
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return Vector2i(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y));
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}
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int64_t Vector2i::length_squared() const {
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return x * (int64_t)x + y * (int64_t)y;
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}
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double Vector2i::length() const {
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return Math::sqrt((double)length_squared());
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}
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Vector2i Vector2i::operator+(const Vector2i &p_v) const {
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return Vector2i(x + p_v.x, y + p_v.y);
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}
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void Vector2i::operator+=(const Vector2i &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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Vector2i Vector2i::operator-(const Vector2i &p_v) const {
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return Vector2i(x - p_v.x, y - p_v.y);
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}
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void Vector2i::operator-=(const Vector2i &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
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return Vector2i(x * p_v1.x, y * p_v1.y);
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}
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Vector2i Vector2i::operator*(const int32_t &rvalue) const {
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return Vector2i(x * rvalue, y * rvalue);
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}
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void Vector2i::operator*=(const int32_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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}
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Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
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return Vector2i(x / p_v1.x, y / p_v1.y);
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}
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Vector2i Vector2i::operator/(const int32_t &rvalue) const {
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return Vector2i(x / rvalue, y / rvalue);
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}
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void Vector2i::operator/=(const int32_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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}
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Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
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return Vector2i(x % p_v1.x, y % p_v1.y);
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}
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Vector2i Vector2i::operator%(const int32_t &rvalue) const {
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return Vector2i(x % rvalue, y % rvalue);
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}
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void Vector2i::operator%=(const int32_t &rvalue) {
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x %= rvalue;
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y %= rvalue;
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}
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Vector2i Vector2i::operator-() const {
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return Vector2i(-x, -y);
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}
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bool Vector2i::operator==(const Vector2i &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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bool Vector2i::operator!=(const Vector2i &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2i::operator String() const {
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return "(" + itos(x) + ", " + itos(y) + ")";
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}
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Vector2i::operator Vector2() const {
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return Vector2((int32_t)x, (int32_t)y);
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}
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