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-rw-r--r--include/godot_cpp/variant/aabb.hpp2
-rw-r--r--include/godot_cpp/variant/rect2.hpp14
-rw-r--r--include/godot_cpp/variant/rect2i.hpp14
-rw-r--r--include/godot_cpp/variant/vector2.hpp10
-rw-r--r--include/godot_cpp/variant/vector2i.hpp11
-rw-r--r--include/godot_cpp/variant/vector3.hpp11
-rw-r--r--include/godot_cpp/variant/vector3i.hpp11
-rw-r--r--include/godot_cpp/variant/vector4.hpp11
-rw-r--r--include/godot_cpp/variant/vector4i.hpp11
-rw-r--r--src/variant/vector2.cpp12
-rw-r--r--src/variant/vector2i.cpp18
-rw-r--r--src/variant/vector3.cpp19
-rw-r--r--src/variant/vector3i.cpp21
-rw-r--r--src/variant/vector4.cpp21
-rw-r--r--src/variant/vector4i.cpp24
15 files changed, 191 insertions, 19 deletions
diff --git a/include/godot_cpp/variant/aabb.hpp b/include/godot_cpp/variant/aabb.hpp
index f344f2c..b827112 100644
--- a/include/godot_cpp/variant/aabb.hpp
+++ b/include/godot_cpp/variant/aabb.hpp
@@ -103,7 +103,7 @@ struct _NO_DISCARD_ AABB {
_FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
_FORCE_INLINE_ AABB abs() const {
- return AABB(Vector3(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0), position.z + MIN(size.z, (real_t)0)), size.abs());
+ return AABB(position + size.minf(0), size.abs());
}
Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
diff --git a/include/godot_cpp/variant/rect2.hpp b/include/godot_cpp/variant/rect2.hpp
index c37134d..e643035 100644
--- a/include/godot_cpp/variant/rect2.hpp
+++ b/include/godot_cpp/variant/rect2.hpp
@@ -154,14 +154,12 @@ struct _NO_DISCARD_ Rect2 {
return Rect2();
}
- new_rect.position.x = Math::max(p_rect.position.x, position.x);
- new_rect.position.y = Math::max(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.max(position);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
- new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
- new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
+ new_rect.size = p_rect_end.min(end) - new_rect.position;
return new_rect;
}
@@ -174,11 +172,9 @@ struct _NO_DISCARD_ Rect2 {
#endif
Rect2 new_rect;
- new_rect.position.x = Math::min(p_rect.position.x, position.x);
- new_rect.position.y = Math::min(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.min(position);
- new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
- new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
+ new_rect.size = (p_rect.position + p_rect.size).max(position + size);
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
@@ -284,7 +280,7 @@ struct _NO_DISCARD_ Rect2 {
}
_FORCE_INLINE_ Rect2 abs() const {
- return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
+ return Rect2(position + size.minf(0), size.abs());
}
Vector2 get_support(const Vector2 &p_normal) const {
diff --git a/include/godot_cpp/variant/rect2i.hpp b/include/godot_cpp/variant/rect2i.hpp
index c2a15ac..eff4958 100644
--- a/include/godot_cpp/variant/rect2i.hpp
+++ b/include/godot_cpp/variant/rect2i.hpp
@@ -97,14 +97,12 @@ struct _NO_DISCARD_ Rect2i {
return Rect2i();
}
- new_rect.position.x = Math::max(p_rect.position.x, position.x);
- new_rect.position.y = Math::max(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.max(position);
Point2i p_rect_end = p_rect.position + p_rect.size;
Point2i end = position + size;
- new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
- new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
+ new_rect.size = p_rect_end.min(end) - new_rect.position;
return new_rect;
}
@@ -117,11 +115,9 @@ struct _NO_DISCARD_ Rect2i {
#endif
Rect2i new_rect;
- new_rect.position.x = Math::min(p_rect.position.x, position.x);
- new_rect.position.y = Math::min(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.min(position);
- new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
- new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
+ new_rect.size = (p_rect.position + p_rect.size).max(position + size);
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
@@ -219,7 +215,7 @@ struct _NO_DISCARD_ Rect2i {
}
_FORCE_INLINE_ Rect2i abs() const {
- return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
+ return Rect2i(position + size.mini(0), size.abs());
}
_FORCE_INLINE_ void set_end(const Vector2i &p_end) {
diff --git a/include/godot_cpp/variant/vector2.hpp b/include/godot_cpp/variant/vector2.hpp
index fe4d05a..8f08985 100644
--- a/include/godot_cpp/variant/vector2.hpp
+++ b/include/godot_cpp/variant/vector2.hpp
@@ -91,10 +91,18 @@ struct _NO_DISCARD_ Vector2 {
return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
}
+ Vector2 minf(real_t p_scalar) const {
+ return Vector2(MIN(x, p_scalar), MIN(y, p_scalar));
+ }
+
Vector2 max(const Vector2 &p_vector2) const {
return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
}
+ Vector2 maxf(real_t p_scalar) const {
+ return Vector2(MAX(x, p_scalar), MAX(y, p_scalar));
+ }
+
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
real_t angle_to(const Vector2 &p_vector2) const;
@@ -169,7 +177,9 @@ struct _NO_DISCARD_ Vector2 {
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
+ Vector2 snappedf(real_t p_by) const;
Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
+ Vector2 clampf(real_t p_min, real_t p_max) const;
real_t aspect() const { return width / height; }
operator String() const;
diff --git a/include/godot_cpp/variant/vector2i.hpp b/include/godot_cpp/variant/vector2i.hpp
index afeaeea..0d787c3 100644
--- a/include/godot_cpp/variant/vector2i.hpp
+++ b/include/godot_cpp/variant/vector2i.hpp
@@ -83,10 +83,18 @@ struct _NO_DISCARD_ Vector2i {
return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
}
+ Vector2i mini(int32_t p_scalar) const {
+ return Vector2i(MIN(x, p_scalar), MIN(y, p_scalar));
+ }
+
Vector2i max(const Vector2i &p_vector2i) const {
return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
}
+ Vector2i maxi(int32_t p_scalar) const {
+ return Vector2i(MAX(x, p_scalar), MAX(y, p_scalar));
+ }
+
Vector2i operator+(const Vector2i &p_v) const;
void operator+=(const Vector2i &p_v);
Vector2i operator-(const Vector2i &p_v) const;
@@ -123,7 +131,10 @@ struct _NO_DISCARD_ Vector2i {
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
+ Vector2i snapped(const Vector2i &p_step) const;
+ Vector2i snappedi(int32_t p_step) const;
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
+ Vector2i clampi(int32_t p_min, int32_t p_max) const;
operator String() const;
operator Vector2() const;
diff --git a/include/godot_cpp/variant/vector3.hpp b/include/godot_cpp/variant/vector3.hpp
index 1107bca..f256c38 100644
--- a/include/godot_cpp/variant/vector3.hpp
+++ b/include/godot_cpp/variant/vector3.hpp
@@ -82,10 +82,18 @@ struct _NO_DISCARD_ Vector3 {
return Vector3(MIN(x, p_vector3.x), MIN(y, p_vector3.y), MIN(z, p_vector3.z));
}
+ Vector3 minf(real_t p_scalar) const {
+ return Vector3(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
+ }
+
Vector3 max(const Vector3 &p_vector3) const {
return Vector3(MAX(x, p_vector3.x), MAX(y, p_vector3.y), MAX(z, p_vector3.z));
}
+ Vector3 maxf(real_t p_scalar) const {
+ return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
+ }
+
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
@@ -98,7 +106,9 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ void zero();
void snap(const Vector3 p_val);
+ void snapf(real_t p_val);
Vector3 snapped(const Vector3 p_val) const;
+ Vector3 snappedf(real_t p_val) const;
void rotate(const Vector3 &p_axis, const real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
@@ -128,6 +138,7 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const;
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
+ Vector3 clampf(real_t p_min, real_t p_max) const;
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
diff --git a/include/godot_cpp/variant/vector3i.hpp b/include/godot_cpp/variant/vector3i.hpp
index ae5148f..b2cdbbd 100644
--- a/include/godot_cpp/variant/vector3i.hpp
+++ b/include/godot_cpp/variant/vector3i.hpp
@@ -75,10 +75,18 @@ struct _NO_DISCARD_ Vector3i {
return Vector3i(MIN(x, p_vector3i.x), MIN(y, p_vector3i.y), MIN(z, p_vector3i.z));
}
+ Vector3i mini(int32_t p_scalar) const {
+ return Vector3i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
+ }
+
Vector3i max(const Vector3i &p_vector3i) const {
return Vector3i(MAX(x, p_vector3i.x), MAX(y, p_vector3i.y), MAX(z, p_vector3i.z));
}
+ Vector3i maxi(int32_t p_scalar) const {
+ return Vector3i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
+ }
+
_FORCE_INLINE_ int64_t length_squared() const;
_FORCE_INLINE_ double length() const;
@@ -89,7 +97,10 @@ struct _NO_DISCARD_ Vector3i {
_FORCE_INLINE_ Vector3i abs() const;
_FORCE_INLINE_ Vector3i sign() const;
+ Vector3i snapped(const Vector3i &p_step) const;
+ Vector3i snappedi(int32_t p_step) const;
Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
+ Vector3i clampi(int32_t p_min, int32_t p_max) const;
/* Operators */
diff --git a/include/godot_cpp/variant/vector4.hpp b/include/godot_cpp/variant/vector4.hpp
index b20915a..866e522 100644
--- a/include/godot_cpp/variant/vector4.hpp
+++ b/include/godot_cpp/variant/vector4.hpp
@@ -74,10 +74,18 @@ struct _NO_DISCARD_ Vector4 {
return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
}
+ Vector4 minf(real_t p_scalar) const {
+ return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
+ }
+
Vector4 max(const Vector4 &p_vector4) const {
return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
}
+ Vector4 maxf(real_t p_scalar) const {
+ return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
+ }
+
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() const;
@@ -103,8 +111,11 @@ struct _NO_DISCARD_ Vector4 {
Vector4 posmod(const real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
+ void snapf(real_t p_step);
Vector4 snapped(const Vector4 &p_step) const;
+ Vector4 snappedf(real_t p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
+ Vector4 clampf(real_t p_min, real_t p_max) const;
Vector4 inverse() const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
diff --git a/include/godot_cpp/variant/vector4i.hpp b/include/godot_cpp/variant/vector4i.hpp
index 36f2855..8e9510f 100644
--- a/include/godot_cpp/variant/vector4i.hpp
+++ b/include/godot_cpp/variant/vector4i.hpp
@@ -77,10 +77,18 @@ struct _NO_DISCARD_ Vector4i {
return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w));
}
+ Vector4i mini(int32_t p_scalar) const {
+ return Vector4i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
+ }
+
Vector4i max(const Vector4i &p_vector4i) const {
return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w));
}
+ Vector4i maxi(int32_t p_scalar) const {
+ return Vector4i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
+ }
+
_FORCE_INLINE_ int64_t length_squared() const;
_FORCE_INLINE_ double length() const;
@@ -91,7 +99,10 @@ struct _NO_DISCARD_ Vector4i {
_FORCE_INLINE_ Vector4i abs() const;
_FORCE_INLINE_ Vector4i sign() const;
+ Vector4i snapped(const Vector4i &p_step) const;
+ Vector4i snappedi(int32_t p_step) const;
Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
+ Vector4i clampi(int32_t p_min, int32_t p_max) const;
/* Operators */
diff --git a/src/variant/vector2.cpp b/src/variant/vector2.cpp
index ca1ab8f..12201f1 100644
--- a/src/variant/vector2.cpp
+++ b/src/variant/vector2.cpp
@@ -137,12 +137,24 @@ Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
CLAMP(y, p_min.y, p_max.y));
}
+Vector2 Vector2::clampf(real_t p_min, real_t p_max) const {
+ return Vector2(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max));
+}
+
Vector2 Vector2::snapped(const Vector2 &p_step) const {
return Vector2(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y));
}
+Vector2 Vector2::snappedf(real_t p_step) const {
+ return Vector2(
+ Math::snapped(x, p_step),
+ Math::snapped(y, p_step));
+}
+
Vector2 Vector2::limit_length(const real_t p_len) const {
const real_t l = length();
Vector2 v = *this;
diff --git a/src/variant/vector2i.cpp b/src/variant/vector2i.cpp
index c1c1ab0..4baff3b 100644
--- a/src/variant/vector2i.cpp
+++ b/src/variant/vector2i.cpp
@@ -35,12 +35,30 @@
namespace godot {
+Vector2i Vector2i::snapped(const Vector2i &p_step) const {
+ return Vector2i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y));
+}
+
+Vector2i Vector2i::snappedi(int32_t p_step) const {
+ return Vector2i(
+ Math::snapped(x, p_step),
+ Math::snapped(y, p_step));
+}
+
Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
return Vector2i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y));
}
+Vector2i Vector2i::clampi(int32_t p_min, int32_t p_max) const {
+ return Vector2i(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max));
+}
+
int64_t Vector2i::length_squared() const {
return x * (int64_t)x + y * (int64_t)y;
}
diff --git a/src/variant/vector3.cpp b/src/variant/vector3.cpp
index 9f04340..d2ad6a9 100644
--- a/src/variant/vector3.cpp
+++ b/src/variant/vector3.cpp
@@ -54,18 +54,37 @@ Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
CLAMP(z, p_min.z, p_max.z));
}
+Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {
+ return Vector3(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max),
+ CLAMP(z, p_min, p_max));
+}
+
void Vector3::snap(const Vector3 p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
}
+void Vector3::snapf(real_t p_step) {
+ x = Math::snapped(x, p_step);
+ y = Math::snapped(y, p_step);
+ z = Math::snapped(z, p_step);
+}
+
Vector3 Vector3::snapped(const Vector3 p_step) const {
Vector3 v = *this;
v.snap(p_step);
return v;
}
+Vector3 Vector3::snappedf(real_t p_step) const {
+ Vector3 v = *this;
+ v.snapf(p_step);
+ return v;
+}
+
Vector3 Vector3::limit_length(const real_t p_len) const {
const real_t l = length();
Vector3 v = *this;
diff --git a/src/variant/vector3i.cpp b/src/variant/vector3i.cpp
index eef05b8..7b25d89 100644
--- a/src/variant/vector3i.cpp
+++ b/src/variant/vector3i.cpp
@@ -35,6 +35,20 @@
namespace godot {
+Vector3i Vector3i::snapped(const Vector3i &p_step) const {
+ return Vector3i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y),
+ Math::snapped(z, p_step.z));
+}
+
+Vector3i Vector3i::snappedi(int32_t p_step) const {
+ return Vector3i(
+ Math::snapped(x, p_step),
+ Math::snapped(y, p_step),
+ Math::snapped(z, p_step));
+}
+
Vector3i::Axis Vector3i::min_axis_index() const {
return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
}
@@ -50,6 +64,13 @@ Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
CLAMP(z, p_min.z, p_max.z));
}
+Vector3i Vector3i::clampi(int32_t p_min, int32_t p_max) const {
+ return Vector3i(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max),
+ CLAMP(z, p_min, p_max));
+}
+
Vector3i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
}
diff --git a/src/variant/vector4.cpp b/src/variant/vector4.cpp
index 483545e..2f1bb59 100644
--- a/src/variant/vector4.cpp
+++ b/src/variant/vector4.cpp
@@ -173,12 +173,25 @@ void Vector4::snap(const Vector4 &p_step) {
w = Math::snapped(w, p_step.w);
}
+void Vector4::snapf(real_t p_step) {
+ x = Math::snapped(x, p_step);
+ y = Math::snapped(y, p_step);
+ z = Math::snapped(z, p_step);
+ w = Math::snapped(w, p_step);
+}
+
Vector4 Vector4::snapped(const Vector4 &p_step) const {
Vector4 v = *this;
v.snap(p_step);
return v;
}
+Vector4 Vector4::snappedf(real_t p_step) const {
+ Vector4 v = *this;
+ v.snapf(p_step);
+ return v;
+}
+
Vector4 Vector4::inverse() const {
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
}
@@ -191,6 +204,14 @@ Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
CLAMP(w, p_min.w, p_max.w));
}
+Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {
+ return Vector4(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max),
+ CLAMP(z, p_min, p_max),
+ CLAMP(w, p_min, p_max));
+}
+
Vector4::operator String() const {
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
}
diff --git a/src/variant/vector4i.cpp b/src/variant/vector4i.cpp
index f1817dc..b0e330c 100644
--- a/src/variant/vector4i.cpp
+++ b/src/variant/vector4i.cpp
@@ -35,6 +35,22 @@
namespace godot {
+Vector4i Vector4i::snapped(const Vector4i &p_step) const {
+ return Vector4i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y),
+ Math::snapped(z, p_step.z),
+ Math::snapped(w, p_step.w));
+}
+
+Vector4i Vector4i::snappedi(int32_t p_step) const {
+ return Vector4i(
+ Math::snapped(x, p_step),
+ Math::snapped(y, p_step),
+ Math::snapped(z, p_step),
+ Math::snapped(w, p_step));
+}
+
Vector4i::Axis Vector4i::min_axis_index() const {
uint32_t min_index = 0;
int32_t min_value = x;
@@ -67,6 +83,14 @@ Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
CLAMP(w, p_min.w, p_max.w));
}
+Vector4i Vector4i::clampi(int32_t p_min, int32_t p_max) const {
+ return Vector4i(
+ CLAMP(x, p_min, p_max),
+ CLAMP(y, p_min, p_max),
+ CLAMP(z, p_min, p_max),
+ CLAMP(w, p_min, p_max));
+}
+
Vector4i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
}