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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.
339 lines
9.1 KiB
C++
339 lines
9.1 KiB
C++
/*************************************************************************/
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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) 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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#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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struct _NO_DISCARD_ Vector4i {
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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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_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
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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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_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
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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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void set_axis(const int p_axis, const int32_t p_value);
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int32_t get_axis(const int p_axis) const;
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Vector4i::Axis min_axis_index() const;
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Vector4i::Axis max_axis_index() const;
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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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_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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/* 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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_FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
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_FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
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_FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
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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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_FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
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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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Vector4i Vector4i::abs() const {
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return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
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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);
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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 int32_t p_scalar) {
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x *= p_scalar;
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y *= p_scalar;
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z *= p_scalar;
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w *= p_scalar;
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return *this;
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}
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Vector4i Vector4i::operator*(const int32_t p_scalar) const {
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return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
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}
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// Multiplication operators required to workaround issues with LLVM using implicit conversion.
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_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
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return p_vector * p_scalar;
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}
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Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
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x /= p_scalar;
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y /= p_scalar;
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z /= p_scalar;
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w /= p_scalar;
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return *this;
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}
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Vector4i Vector4i::operator/(const int32_t p_scalar) const {
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return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
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}
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Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
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x %= p_scalar;
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y %= p_scalar;
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z %= p_scalar;
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w %= p_scalar;
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return *this;
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}
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Vector4i Vector4i::operator%(const int32_t p_scalar) const {
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return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
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}
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Vector4i Vector4i::operator-() const {
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return Vector4i(-x, -y, -z, -w);
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}
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bool Vector4i::operator==(const Vector4i &p_v) const {
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return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
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}
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bool Vector4i::operator!=(const Vector4i &p_v) const {
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return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
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}
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bool Vector4i::operator<(const Vector4i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w < p_v.w;
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} else {
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return z < p_v.z;
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}
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector4i::operator>(const Vector4i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w > p_v.w;
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} else {
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return z > p_v.z;
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}
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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bool Vector4i::operator<=(const Vector4i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w <= p_v.w;
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} else {
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return z < p_v.z;
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}
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector4i::operator>=(const Vector4i &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w >= p_v.w;
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} else {
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return z > p_v.z;
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}
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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void Vector4i::zero() {
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x = y = z = w = 0;
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}
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#endif // VECTOR4I_H
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