godot.core.math.Vector4i.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.snapped
import kotlin.math.abs
import kotlin.math.sign
import kotlin.math.sqrt
class Vector4i(
var x: Int,
var y: Int,
var z: Int,
var w: Int
) : Comparable, CoreType {
//CONSTANTS
enum class Axis(val id: Long) {
X(0L),
Y(1L),
Z(2L),
W(3L);
companion object {
fun from(value: Long) = when (value) {
0L -> X
1L -> Y
2L -> Z
3L -> W
else -> throw AssertionError("Unknown axis for Vector4: $value")
}
}
}
companion object {
val ZERO: Vector4i
get() = Vector4i(0, 0, 0, 0)
val ONE: Vector4i
get() = Vector4i(1, 1, 1, 1)
}
//CONSTRUCTOR
constructor() :
this(0, 0, 0, 0)
constructor(vec: Vector4i) :
this(vec.x, vec.y, vec.z, vec.w)
constructor(vec: Vector4) : this(vec.x, vec.y, vec.z, vec.w)
constructor(x: Number, y: Number, z: Number, w: Number) :
this(x.toInt(), y.toInt(), z.toInt(), w.toInt())
//API
/**
* Returns a new vector with all components in absolute values (i.e. positive).
*/
fun abs(): Vector4i {
return Vector4i(abs(x), abs(y), abs(z), abs(w))
}
/**
* 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: Vector4i, max: Vector4i) = Vector4i(
x.coerceIn(min.x, max.x),
y.coerceIn(min.y, max.y),
z.coerceIn(min.z, max.z),
w.coerceIn(min.w, max.w)
)
/**
* Returns the vector’s length.
*/
fun length(): Double {
return sqrt(lengthSquared().toDouble())
}
/**
* 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() = x * (x) + y * (y) + z * (z) + w * (w)
/**
* Returns the axis of the vector's highest value. See AXIS_* constants.
* If all components are equal, this method returns AXIS_X.
*/
fun maxAxis(): Axis {
var maxIndex = 0
var maxValue = x
for (i in 1 until 4) {
val axisValue = this[i]
if (axisValue <= maxValue) {
continue
}
maxIndex = i
maxValue = axisValue
}
return Axis.from(maxIndex.toLong())
}
/**
* Returns the axis of the vector’s smallest value. See AXIS_* constants.
*/
fun minAxis(): Axis {
var minIndex = 0
var minValue = x
for (i in 1 until 4) {
val axisValue = this[i]
if (axisValue > minValue) {
continue
}
minIndex = i
minValue = axisValue
}
return Axis.from(minIndex.toLong())
}
/**
* Returns the vector with each component set to one or negative one, depending on the signs of the components.
*/
fun sign(): Vector4i {
return Vector4i(x.sign, y.sign, z.sign, w.sign)
}
/**
* Returns a new vector with each component snapped to the closest multiple of the corresponding component in [step].
*/
fun snapped(by: Vector4i): Vector4i {
val v = Vector4i(this)
v.snap(by)
return v
}
internal fun snap(by: Vector4i) {
x = snapped(x, by.x)
y = snapped(y, by.y)
z = snapped(z, by.z)
w = snapped(w, by.w)
}
fun toVector4() = Vector4(this)
/**
* Gets the remainder of each component of the Vector4i with the components of the given Vector4i.
* 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: Vector4i) = Vector4i(
x % other.x,
y % other.y,
z % other.z,
w % other.w,
)
/**
* Gets the remainder of each component of the Vector4i 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) = Vector4i(
x % scalar,
y % scalar,
z % scalar,
w % scalar,
)
operator fun get(n: Int): Int = when (n) {
0 -> x
1 -> y
2 -> z
3 -> w
else -> throw IndexOutOfBoundsException()
}
operator fun set(n: Int, i: Int): Unit = when (n) {
0 -> x = i
1 -> y = i
2 -> z = i
3 -> w = i
else -> throw IndexOutOfBoundsException()
}
operator fun get(axis: Axis): Int = when (axis) {
Axis.X -> x
Axis.Y -> y
Axis.Z -> z
Axis.W -> w
}
operator fun set(axis: Axis, i: Int) = when (axis) {
Axis.X -> x = i
Axis.Y -> y = i
Axis.Z -> z = i
Axis.W -> w = i
}
operator fun plus(vec: Vector4i) = Vector4i(x + vec.x, y + vec.y, z + vec.z, w + vec.w)
operator fun plus(scalar: Int) = Vector4i(x + scalar, y + scalar, z + scalar, w + scalar)
operator fun plus(scalar: Long) = Vector4i(x + scalar, y + scalar, z + scalar, w + scalar)
operator fun plus(scalar: Float) = Vector4i(x + scalar, y + scalar, z + scalar, w + scalar)
operator fun plus(scalar: Double) = Vector4i(x + scalar, y + scalar, z + scalar, w + scalar)
operator fun minus(vec: Vector4i) = Vector4i(x - vec.x, y - vec.y, z - vec.z, w - vec.w)
operator fun minus(scalar: Int) = Vector4i(x - scalar, y - scalar, z - scalar, w - scalar)
operator fun minus(scalar: Long) = Vector4i(x - scalar, y - scalar, z - scalar, w - scalar)
operator fun minus(scalar: Float) = Vector4i(x - scalar, y - scalar, z - scalar, w - scalar)
operator fun minus(scalar: Double) = Vector4i(x - scalar, y - scalar, z - scalar, w - scalar)
operator fun times(vec: Vector4i) = Vector4i(x * vec.x, y * vec.y, z * vec.z, w * vec.w)
operator fun times(scalar: Int) = Vector4i(x * scalar, y * scalar, z * scalar, w * scalar)
operator fun times(scalar: Long) = Vector4i(x * scalar, y * scalar, z * scalar, w * scalar)
operator fun times(scalar: Float) = Vector4i(x * scalar, y * scalar, z * scalar, w * scalar)
operator fun times(scalar: Double) = Vector4i(x * scalar, y * scalar, z * scalar, w * scalar)
operator fun div(vec: Vector4i) = Vector4i(x / vec.x, y / vec.y, z / vec.z, w / vec.w)
operator fun div(scalar: Int) = Vector4i(x / scalar, y / scalar, z / scalar, w / scalar)
operator fun div(scalar: Long) = Vector4i(x / scalar, y / scalar, z / scalar, w / scalar)
operator fun div(scalar: Float) = Vector4i(x / scalar, y / scalar, z / scalar, w / scalar)
operator fun div(scalar: Double) = Vector4i(x / scalar, y / scalar, z / scalar, w / scalar)
operator fun unaryMinus() = Vector4i(-x, -y, -z, -w)
override fun equals(other: Any?): Boolean = when (other) {
is Vector4i -> (x == other.x && y == other.y && z == other.z && w == other.w)
else -> false
}
override fun compareTo(other: Vector4i): Int {
if (x == other.x) {
if (y == other.y) {
return if (z == other.z) {
when {
w < other.w -> -1
w == other.w -> 0
else -> 1
}
} else {
when {
z < other.z -> -1
else -> 1
}
}
} else {
return when {
y < other.y -> -1
else -> 1
}
}
} else {
return when {
x < other.x -> -1
else -> 1
}
}
}
override fun toString(): String {
return "($x, $y, $z, $w)"
}
override fun hashCode(): Int {
return this.toString().hashCode()
}
}
operator fun Int.plus(vec: Vector4i) = vec + this
operator fun Long.plus(vec: Vector4i) = vec + this
operator fun Float.plus(vec: Vector4i) = vec + this
operator fun Double.plus(vec: Vector4i) = vec + this
operator fun Int.minus(vec: Vector4i) = Vector4i(this - vec.x, this - vec.y, this - vec.z, this - vec.w)
operator fun Long.minus(vec: Vector4i) = Vector4i(this - vec.x, this - vec.y, this - vec.z, this - vec.w)
operator fun Float.minus(vec: Vector4i) = Vector4i(this - vec.x, this - vec.y, this - vec.z, this - vec.w)
operator fun Double.minus(vec: Vector4i) = Vector4i(this - vec.x, this - vec.y, this - vec.z, this - vec.w)
operator fun Int.times(vec: Vector4i) = vec * this
operator fun Long.times(vec: Vector4i) = vec * this
operator fun Float.times(vec: Vector4i) = vec * this
operator fun Double.times(vec: Vector4i) = vec * this
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