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).
This commit is contained in:
Aaron Franke
2019-11-28 03:48:51 -05:00
parent 543462eb29
commit 24f57886d0
18 changed files with 119 additions and 78 deletions

View File

@@ -70,12 +70,12 @@ struct Vector2 {
x = y = p_value;
}
_FORCE_INLINE_ int min_axis() const {
return x < y ? 0 : 1;
_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
}
_FORCE_INLINE_ int max_axis() const {
return x < y ? 1 : 0;
_FORCE_INLINE_ Vector2::Axis max_axis_index() const {
return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
}
void normalize();
@@ -301,12 +301,12 @@ struct Vector2i {
return p_idx ? y : x;
}
_FORCE_INLINE_ int min_axis() const {
return x < y ? 0 : 1;
_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
}
_FORCE_INLINE_ int max_axis() const {
return x < y ? 1 : 0;
_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
}
Vector2i min(const Vector2i &p_vector2i) const {