godot.core.math.Vector3i.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
@file:Suppress("PackageDirectoryMismatch", "unused")
package godot.core
import godot.util.RealT
import godot.util.snapped
import kotlin.math.max
import kotlin.math.min
import kotlin.math.sqrt
class Vector3i(
var x: Int,
var y: Int,
var z: Int
) : Comparable, CoreType {
//CONSTANTS
enum class Axis(val id: Long) {
X(0L),
Y(1L),
Z(2L);
companion object {
fun from(value: Long) = when (value) {
0L -> X
1L -> Y
2L -> Z
else -> throw AssertionError("Unknown axis for Vector3i: $value")
}
}
}
companion object {
val ZERO: Vector3i
get() = Vector3i(0, 0, 0)
val ONE: Vector3i
get() = Vector3i(1, 1, 1)
val LEFT: Vector3i
get() = Vector3i(-1, 0, 0)
val RIGHT: Vector3i
get() = Vector3i(1, 0, 0)
val UP: Vector3i
get() = Vector3i(0, 1, 0)
val DOWN: Vector3i
get() = Vector3i(0, -1, 0)
val FORWARD: Vector3i
get() = Vector3i(0, 0, -1)
val BACK: Vector3i
get() = Vector3i(0, 0, 1)
}
//CONSTRUCTOR
constructor() : this(0, 0, 0)
constructor(vec: Vector3i) : this(vec.x, vec.y, vec.z)
constructor(vec: Vector3) : this(vec.x, vec.y, vec.z)
constructor(x: Number, y: Number, z: Number) : this(x.toInt(), y.toInt(), z.toInt())
//API
/**
* Returns a new vector with all components in absolute values (i.e. positive).
*/
fun abs(): Vector3i {
return Vector3i(kotlin.math.abs(x), kotlin.math.abs(y), kotlin.math.abs(z))
}
/**
* Returns a new vector with all components clamped between the components of min and max, by running
* @GlobalScope.clamp on each component.
*/
fun clamp(min: Vector3i, max: Vector3i) = Vector3i(
x.coerceIn(min.x, max.x),
y.coerceIn(min.y, max.y),
z.coerceIn(min.z, max.z)
)
/**
* Returns a new vector with all components clamped between the min and max, by running
* @GlobalScope.clamp on each component.
*/
fun clampi(min: Int, max: Int) = Vector3i(x.coerceIn(min, max), y.coerceIn(min, max), z.coerceIn(min, max))
/**
* Returns the vector’s length.
*/
fun length(): RealT {
return sqrt(lengthSquared())
}
/**
* Returns the vector’s length squared.
* Prefer this function over length if you need to sort vectors or need the squared length for some formula.
*/
fun lengthSquared(): RealT {
return (x * x + y * y + z * z).toDouble()
}
/**
* Returns the component-wise maximum of this and with, equivalent to `Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z))`.
*/
fun max(with: Vector3i) = Vector3i(max(x, with.x), max(y, with.y), max(z, with.z))
/**
* Returns the axis of the vector's highest value. See AXIS_* constants.
* If all components are equal, this method returns Axis.X.
*/
fun maxAxis() = if (x < y) {
if (y < z) {
Axis.Z
} else {
Axis.Y
}
} else {
if (x < z) {
Axis.Z
} else {
Axis.X
}
}
/**
* Returns the component-wise maximum of this and with, equivalent to `Vector3i(maxi(x, with), maxi(y, with), maxi(z, with))`.
*/
fun maxi(with: Int) = Vector3i(max(x, with), max(y, with), max(z, with))
/**
* Returns the component-wise minimum of this and with, equivalent to `Vector3i(mini(x, with.x), mini(y, with.y), mini(z, with.z))`
*/
fun min(with: Vector3i) = Vector3i(min(x, with.x), min(y, with.y), min(z, with.z))
/**
* Returns the axis of the vector’s smallest value. See AXIS_* constants.
*/
fun minAxis() = if (x < y) {
if (x < z) {
Axis.X
} else {
Axis.Z
}
} else {
if (y < z) {
Axis.Y
} else {
Axis.Z
}
}
/**
* Returns the component-wise minimum of this and with, equivalent to `ector3i(mini(x, with), mini(y, with), mini(z, with))`
*/
fun mini(with: Int) = Vector3i(min(x, with), min(y, with), min(z, with))
/**
* Returns the vector with each component set to one or negative one, depending on the signs of the components.
*/
fun sign(): Vector3i {
return Vector3i(kotlin.math.sign(x.toDouble()), kotlin.math.sign(y.toDouble()), kotlin.math.sign(z.toDouble()))
}
/**
* Returns a new vector with each component snapped to the closest multiple of the corresponding component in [step].
*/
fun snapped(by: Vector3i): Vector3i {
val v = Vector3i(this)
v.snap(by)
return v
}
internal fun snap(by: Vector3i) {
x = snapped(x, by.x)
y = snapped(y, by.y)
z = snapped(z, by.z)
}
/**
* Returns a new vector with each component snapped to the closest multiple of step.
*/
fun snappedi(step: Int) = Vector3i(snapped(x, step), snapped(y, step), snapped(z, step))
/**
* Gets the remainder of each component of the Vector3i with the components of the given Vector3i.
* This operation uses truncated division, which is often not desired as it does not work well with negative numbers.
* Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
*/
operator fun rem(other: Vector3i) = Vector3i(
x % other.x,
y % other.y,
z % other.z,
)
/**
* Gets the remainder of each component of the Vector3i with the given int.
* This operation uses truncated division, which is often not desired as it does not work well with negative numbers.
* Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
*/
operator fun rem(scalar: Int) = Vector3i(
x % scalar,
y % scalar,
z % scalar,
)
operator fun get(n: Int): Int = when (n) {
0 -> x
1 -> y
2 -> z
else -> throw IndexOutOfBoundsException()
}
operator fun set(n: Int, i: Int): Unit = when (n) {
0 -> x = i
1 -> y = i
2 -> z = i
else -> throw IndexOutOfBoundsException()
}
operator fun get(axis: Axis): Int = when (axis) {
Axis.X -> x
Axis.Y -> y
Axis.Z -> z
}
operator fun set(axis: Axis, i: Int) = when (axis) {
Axis.X -> x = i
Axis.Y -> y = i
Axis.Z -> z = i
}
operator fun plus(vec: Vector3i) = Vector3i(x + vec.x, y + vec.y, z + vec.z)
operator fun plus(scalar: Int) = Vector3i(x + scalar, y + scalar, z + scalar)
operator fun plus(scalar: Long) = Vector3i(x + scalar, y + scalar, z + scalar)
operator fun plus(scalar: Float) = Vector3i(x + scalar, y + scalar, z + scalar)
operator fun plus(scalar: Double) = Vector3i(x + scalar, y + scalar, z + scalar)
operator fun minus(vec: Vector3i) = Vector3i(x - vec.x, y - vec.y, z - vec.z)
operator fun minus(scalar: Int) = Vector3i(x - scalar, y - scalar, z - scalar)
operator fun minus(scalar: Long) = Vector3i(x - scalar, y - scalar, z - scalar)
operator fun minus(scalar: Float) = Vector3i(x - scalar, y - scalar, z - scalar)
operator fun minus(scalar: Double) = Vector3i(x - scalar, y - scalar, z - scalar)
operator fun times(vec: Vector3i) = Vector3i(x * vec.x, y * vec.y, z * vec.z)
operator fun times(scalar: Int) = Vector3i(x * scalar, y * scalar, z * scalar)
operator fun times(scalar: Long) = Vector3i(x * scalar, y * scalar, z * scalar)
operator fun times(scalar: Float) = Vector3i(x * scalar, y * scalar, z * scalar)
operator fun times(scalar: Double) = Vector3i(x * scalar, y * scalar, z * scalar)
operator fun div(vec: Vector3i) = Vector3i(x / vec.x, y / vec.y, z / vec.z)
operator fun div(scalar: Int) = Vector3i(x / scalar, y / scalar, z / scalar)
operator fun div(scalar: Long) = Vector3i(x / scalar, y / scalar, z / scalar)
operator fun div(scalar: Float) = Vector3i(x / scalar, y / scalar, z / scalar)
operator fun div(scalar: Double) = Vector3i(x / scalar, y / scalar, z / scalar)
operator fun unaryMinus() = Vector3i(-x, -y, -z)
fun toVector3() = Vector3(x, y, z)
override fun equals(other: Any?): Boolean = when (other) {
is Vector3i -> (x == other.x && y == other.y && z == other.z)
else -> false
}
override fun compareTo(other: Vector3i): Int {
if (x == other.x) {
return if (y == other.y)
when {
z < other.z -> -1
z == other.z -> 0
else -> 1
}
else
when {
y < other.y -> -1
else -> 1
}
} else
return when {
x < other.x -> -1
else -> 1
}
}
override fun toString(): String {
return "($x, $y, $z)"
}
override fun hashCode(): Int {
return this.toString().hashCode()
}
}