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Expose max_axis_index and max_axis_index for Vector2(i)
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
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@@ -70,12 +70,12 @@ struct Vector2 {
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x = y = p_value;
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}
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_FORCE_INLINE_ int min_axis() const {
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return x < y ? 0 : 1;
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_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
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return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
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}
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_FORCE_INLINE_ int max_axis() const {
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return x < y ? 1 : 0;
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_FORCE_INLINE_ Vector2::Axis max_axis_index() const {
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return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
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}
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void normalize();
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@@ -301,12 +301,12 @@ struct Vector2i {
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return p_idx ? y : x;
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}
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_FORCE_INLINE_ int min_axis() const {
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return x < y ? 0 : 1;
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_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
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return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
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}
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_FORCE_INLINE_ int max_axis() const {
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return x < y ? 1 : 0;
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_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
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return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
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}
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Vector2i min(const Vector2i &p_vector2i) const {
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