godot/core/math/vector3i.cpp

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2019-10-03 22:39:08 +02:00
#include "vector3i.h"
void Vector3i::set_axis(int p_axis, int32_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
int32_t Vector3i::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
int Vector3i::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3i::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
Vector3i::operator String() const {
return (itos(x) + ", " + itos(y) + ", " + itos(z));
}