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Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
247 lines
6.7 KiB
C++
247 lines
6.7 KiB
C++
/*************************************************************************/
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/* vector3i.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 VECTOR3I_H
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#define VECTOR3I_H
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#include "core/typedefs.h"
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#include "core/ustring.h"
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struct Vector3i {
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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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};
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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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};
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int32_t coord[3] = { 0 };
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};
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_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
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return coord[p_axis];
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}
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_FORCE_INLINE_ int32_t &operator[](int p_axis) {
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return coord[p_axis];
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}
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void set_axis(int p_axis, int32_t p_value);
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int32_t get_axis(int p_axis) const;
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int min_axis() const;
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int max_axis() const;
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_FORCE_INLINE_ void zero();
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_FORCE_INLINE_ Vector3i abs() const;
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_FORCE_INLINE_ Vector3i sign() const;
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/* Operators */
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_FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v);
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_FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const;
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_FORCE_INLINE_ Vector3i &operator*=(int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator*(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i &operator/=(int32_t p_scalar);
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_FORCE_INLINE_ Vector3i operator/(int32_t p_scalar) const;
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_FORCE_INLINE_ Vector3i operator-() const;
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_FORCE_INLINE_ bool operator==(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator<(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator>(const Vector3i &p_v) const;
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_FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
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operator String() const;
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_FORCE_INLINE_ Vector3i() {}
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_FORCE_INLINE_ Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
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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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}
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};
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Vector3i Vector3i::abs() const {
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return Vector3i(ABS(x), ABS(y), ABS(z));
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}
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Vector3i Vector3i::sign() const {
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return Vector3i(SGN(x), SGN(y), SGN(z));
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}
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/* Operators */
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Vector3i &Vector3i::operator+=(const Vector3i &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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return *this;
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}
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Vector3i Vector3i::operator+(const Vector3i &p_v) const {
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return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
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}
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Vector3i &Vector3i::operator-=(const Vector3i &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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return *this;
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}
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Vector3i Vector3i::operator-(const Vector3i &p_v) const {
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return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
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}
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Vector3i &Vector3i::operator*=(const Vector3i &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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return *this;
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}
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Vector3i Vector3i::operator*(const Vector3i &p_v) const {
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return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
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}
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Vector3i &Vector3i::operator/=(const Vector3i &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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return *this;
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}
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Vector3i Vector3i::operator/(const Vector3i &p_v) const {
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return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
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}
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Vector3i &Vector3i::operator*=(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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return *this;
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}
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_FORCE_INLINE_ Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
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return p_vec * p_scalar;
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}
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Vector3i Vector3i::operator*(int32_t p_scalar) const {
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return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
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}
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Vector3i &Vector3i::operator/=(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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return *this;
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}
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Vector3i Vector3i::operator/(int32_t p_scalar) const {
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return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
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}
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Vector3i Vector3i::operator-() const {
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return Vector3i(-x, -y, -z);
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}
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bool Vector3i::operator==(const Vector3i &p_v) const {
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return (x == p_v.x && y == p_v.y && z == p_v.z);
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}
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bool Vector3i::operator!=(const Vector3i &p_v) const {
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return (x != p_v.x || y != p_v.y || z != p_v.z);
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}
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bool Vector3i::operator<(const Vector3i &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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return z < p_v.z;
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else
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return y < p_v.y;
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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 Vector3i::operator>(const Vector3i &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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return z > p_v.z;
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else
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return y > p_v.y;
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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 Vector3i::operator<=(const Vector3i &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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return z <= p_v.z;
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else
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return y < p_v.y;
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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 Vector3i::operator>=(const Vector3i &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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return z >= p_v.z;
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else
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return y > p_v.y;
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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 Vector3i::zero() {
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x = y = z = 0;
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}
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#endif // VECTOR3I_H
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