Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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/**************************************************************************/
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/* vector4i.h */
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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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#ifndef VECTOR4I_H
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#define VECTOR4I_H
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#include "core/error/error_macros.h"
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#include "core/math/math_funcs.h"
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class String;
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struct Vector4;
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2024-04-12 23:02:26 +08:00
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struct [[nodiscard]] Vector4i {
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2022-09-20 06:50:35 +08:00
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static const int AXIS_COUNT = 4;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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enum Axis {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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AXIS_W,
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};
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union {
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struct {
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int32_t x;
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int32_t y;
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int32_t z;
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int32_t w;
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};
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int32_t coord[4] = { 0 };
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};
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2024-02-18 06:24:59 +08:00
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_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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2024-02-18 06:24:59 +08:00
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_FORCE_INLINE_ int32_t &operator[](int p_axis) {
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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Vector4i::Axis min_axis_index() const;
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Vector4i::Axis max_axis_index() const;
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2023-01-30 00:45:22 +08:00
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Vector4i min(const Vector4i &p_vector4i) const {
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return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w));
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}
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2024-03-03 21:37:52 +08:00
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Vector4i mini(int32_t p_scalar) const {
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return Vector4i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
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}
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2023-01-30 00:45:22 +08:00
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Vector4i max(const Vector4i &p_vector4i) const {
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return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w));
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}
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2024-03-03 21:37:52 +08:00
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Vector4i maxi(int32_t p_scalar) const {
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return Vector4i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
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}
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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_FORCE_INLINE_ int64_t length_squared() const;
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_FORCE_INLINE_ double length() const;
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_FORCE_INLINE_ void zero();
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2023-10-11 18:04:57 +08:00
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_FORCE_INLINE_ double distance_to(const Vector4i &p_to) const;
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_FORCE_INLINE_ int64_t distance_squared_to(const Vector4i &p_to) const;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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_FORCE_INLINE_ Vector4i abs() const;
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_FORCE_INLINE_ Vector4i sign() const;
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Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
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2024-03-03 21:37:52 +08:00
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Vector4i clampi(int32_t p_min, int32_t p_max) const;
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2022-09-24 20:20:06 +08:00
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Vector4i snapped(const Vector4i &p_step) const;
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2024-03-03 21:37:52 +08:00
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Vector4i snappedi(int32_t p_step) const;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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/* Operators */
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_FORCE_INLINE_ Vector4i &operator+=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator+(const Vector4i &p_v) const;
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_FORCE_INLINE_ Vector4i &operator-=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator-(const Vector4i &p_v) const;
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_FORCE_INLINE_ Vector4i &operator*=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator*(const Vector4i &p_v) const;
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_FORCE_INLINE_ Vector4i &operator/=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator/(const Vector4i &p_v) const;
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_FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
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_FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
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2024-02-18 06:24:59 +08:00
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_FORCE_INLINE_ Vector4i &operator*=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator/=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator/(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator%=(int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator%(int32_t p_scalar) const;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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_FORCE_INLINE_ Vector4i operator-() const;
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_FORCE_INLINE_ bool operator==(const Vector4i &p_v) const;
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_FORCE_INLINE_ bool operator!=(const Vector4i &p_v) const;
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_FORCE_INLINE_ bool operator<(const Vector4i &p_v) const;
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_FORCE_INLINE_ bool operator<=(const Vector4i &p_v) const;
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_FORCE_INLINE_ bool operator>(const Vector4i &p_v) const;
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_FORCE_INLINE_ bool operator>=(const Vector4i &p_v) const;
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operator String() const;
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operator Vector4() const;
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_FORCE_INLINE_ Vector4i() {}
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Vector4i(const Vector4 &p_vec4);
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2024-02-18 06:24:59 +08:00
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_FORCE_INLINE_ Vector4i(int32_t p_x, int32_t p_y, int32_t p_z, int32_t p_w) {
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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x = p_x;
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y = p_y;
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z = p_z;
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w = p_w;
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}
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};
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int64_t Vector4i::length_squared() const {
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return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w;
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}
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double Vector4i::length() const {
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return Math::sqrt((double)length_squared());
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}
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2023-10-11 18:04:57 +08:00
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double Vector4i::distance_to(const Vector4i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t Vector4i::distance_squared_to(const Vector4i &p_to) const {
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return (p_to - *this).length_squared();
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}
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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Vector4i Vector4i::abs() const {
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2022-09-05 09:16:59 +08:00
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return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
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}
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Vector4i Vector4i::sign() const {
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return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
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}
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/* Operators */
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Vector4i &Vector4i::operator+=(const Vector4i &p_v) {
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x += p_v.x;
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y += p_v.y;
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z += p_v.z;
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w += p_v.w;
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return *this;
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}
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Vector4i Vector4i::operator+(const Vector4i &p_v) const {
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return Vector4i(x + p_v.x, y + p_v.y, z + p_v.z, w + p_v.w);
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}
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Vector4i &Vector4i::operator-=(const Vector4i &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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z -= p_v.z;
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w -= p_v.w;
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return *this;
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}
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Vector4i Vector4i::operator-(const Vector4i &p_v) const {
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return Vector4i(x - p_v.x, y - p_v.y, z - p_v.z, w - p_v.w);
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}
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Vector4i &Vector4i::operator*=(const Vector4i &p_v) {
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x *= p_v.x;
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y *= p_v.y;
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z *= p_v.z;
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w *= p_v.w;
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return *this;
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}
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Vector4i Vector4i::operator*(const Vector4i &p_v) const {
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return Vector4i(x * p_v.x, y * p_v.y, z * p_v.z, w * p_v.w);
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}
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Vector4i &Vector4i::operator/=(const Vector4i &p_v) {
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x /= p_v.x;
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y /= p_v.y;
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z /= p_v.z;
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w /= p_v.w;
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return *this;
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}
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Vector4i Vector4i::operator/(const Vector4i &p_v) const {
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return Vector4i(x / p_v.x, y / p_v.y, z / p_v.z, w / p_v.w);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector4i &Vector4i::operator%=(const Vector4i &p_v) {
|
|
|
|
x %= p_v.x;
|
|
|
|
y %= p_v.y;
|
|
|
|
z %= p_v.z;
|
|
|
|
w %= p_v.w;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector4i Vector4i::operator%(const Vector4i &p_v) const {
|
|
|
|
return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i &Vector4i::operator*=(int32_t p_scalar) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
x *= p_scalar;
|
|
|
|
y *= p_scalar;
|
|
|
|
z *= p_scalar;
|
|
|
|
w *= p_scalar;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i Vector4i::operator*(int32_t p_scalar) const {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar, const Vector4i &p_vector) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return p_vector * p_scalar;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
_FORCE_INLINE_ Vector4i operator*(int64_t p_scalar, const Vector4i &p_vector) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return p_vector * p_scalar;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
_FORCE_INLINE_ Vector4i operator*(float p_scalar, const Vector4i &p_vector) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return p_vector * p_scalar;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
_FORCE_INLINE_ Vector4i operator*(double p_scalar, const Vector4i &p_vector) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return p_vector * p_scalar;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i &Vector4i::operator/=(int32_t p_scalar) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
x /= p_scalar;
|
|
|
|
y /= p_scalar;
|
|
|
|
z /= p_scalar;
|
|
|
|
w /= p_scalar;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i Vector4i::operator/(int32_t p_scalar) const {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i &Vector4i::operator%=(int32_t p_scalar) {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
x %= p_scalar;
|
|
|
|
y %= p_scalar;
|
|
|
|
z %= p_scalar;
|
|
|
|
w %= p_scalar;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
2024-02-18 06:24:59 +08:00
|
|
|
Vector4i Vector4i::operator%(int32_t p_scalar) const {
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-20 07:11:13 +08:00
|
|
|
return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector4i Vector4i::operator-() const {
|
|
|
|
return Vector4i(-x, -y, -z, -w);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator==(const Vector4i &p_v) const {
|
|
|
|
return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator!=(const Vector4i &p_v) const {
|
|
|
|
return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator<(const Vector4i &p_v) const {
|
|
|
|
if (x == p_v.x) {
|
|
|
|
if (y == p_v.y) {
|
|
|
|
if (z == p_v.z) {
|
|
|
|
return w < p_v.w;
|
|
|
|
} else {
|
|
|
|
return z < p_v.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return y < p_v.y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return x < p_v.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator>(const Vector4i &p_v) const {
|
|
|
|
if (x == p_v.x) {
|
|
|
|
if (y == p_v.y) {
|
|
|
|
if (z == p_v.z) {
|
|
|
|
return w > p_v.w;
|
|
|
|
} else {
|
|
|
|
return z > p_v.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return y > p_v.y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return x > p_v.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator<=(const Vector4i &p_v) const {
|
|
|
|
if (x == p_v.x) {
|
|
|
|
if (y == p_v.y) {
|
|
|
|
if (z == p_v.z) {
|
|
|
|
return w <= p_v.w;
|
|
|
|
} else {
|
|
|
|
return z < p_v.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return y < p_v.y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return x < p_v.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Vector4i::operator>=(const Vector4i &p_v) const {
|
|
|
|
if (x == p_v.x) {
|
|
|
|
if (y == p_v.y) {
|
|
|
|
if (z == p_v.z) {
|
|
|
|
return w >= p_v.w;
|
|
|
|
} else {
|
|
|
|
return z > p_v.z;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return y > p_v.y;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
return x > p_v.x;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Vector4i::zero() {
|
|
|
|
x = y = z = w = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // VECTOR4I_H
|