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Merge pull request #83163 from Chubercik/vectorXi_dist_methods
Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to`
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@@ -85,6 +85,14 @@ struct _NO_DISCARD_ Vector2i {
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return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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}
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double distance_to(const Vector2i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t distance_squared_to(const Vector2i &p_to) const {
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return (p_to - *this).length_squared();
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}
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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@@ -87,6 +87,9 @@ struct _NO_DISCARD_ Vector3i {
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Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
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Vector3i snapped(const Vector3i &p_step) const;
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_FORCE_INLINE_ double distance_to(const Vector3i &p_to) const;
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_FORCE_INLINE_ int64_t distance_squared_to(const Vector3i &p_to) const;
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/* Operators */
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_FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
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@@ -143,6 +146,14 @@ Vector3i Vector3i::sign() const {
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return Vector3i(SIGN(x), SIGN(y), SIGN(z));
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}
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double Vector3i::distance_to(const Vector3i &p_to) const {
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return (p_to - *this).length();
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}
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int64_t Vector3i::distance_squared_to(const Vector3i &p_to) const {
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return (p_to - *this).length_squared();
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}
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/* Operators */
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Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
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@@ -84,6 +84,9 @@ struct _NO_DISCARD_ Vector4i {
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_FORCE_INLINE_ void zero();
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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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_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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@@ -139,6 +142,14 @@ double Vector4i::length() const {
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return Math::sqrt((double)length_squared());
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}
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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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Vector4i Vector4i::abs() const {
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return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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