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Remove set_all methods from Vector2/3/4
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aaronfranke committed Sep 19, 2022
1 parent fd8bd27 commit 436dcb3
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Showing 4 changed files with 6 additions and 16 deletions.
8 changes: 6 additions & 2 deletions core/math/bvh_abb.h
Original file line number Diff line number Diff line change
Expand Up @@ -251,7 +251,9 @@ struct BVH_ABB {

void expand(real_t p_change) {
POINT change;
change.set_all(p_change);
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
change[axis] = p_change;
}
grow(change);
}

Expand All @@ -262,7 +264,9 @@ struct BVH_ABB {
}

void set_to_max_opposite_extents() {
neg_max.set_all(FLT_MAX);
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
neg_max[axis] = FLT_MAX;
}
min = neg_max;
}

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4 changes: 0 additions & 4 deletions core/math/vector2.h
Original file line number Diff line number Diff line change
Expand Up @@ -69,10 +69,6 @@ struct _NO_DISCARD_ Vector2 {
return coord[p_idx];
}

_FORCE_INLINE_ void set_all(const real_t p_value) {
x = y = p_value;
}

_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
}
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4 changes: 0 additions & 4 deletions core/math/vector3.h
Original file line number Diff line number Diff line change
Expand Up @@ -68,10 +68,6 @@ struct _NO_DISCARD_ Vector3 {
return coord[p_axis];
}

_FORCE_INLINE_ void set_all(const real_t p_value) {
x = y = z = p_value;
}

_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
}
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6 changes: 0 additions & 6 deletions core/math/vector4.h
Original file line number Diff line number Diff line change
Expand Up @@ -63,8 +63,6 @@ struct _NO_DISCARD_ Vector4 {
return components[p_axis];
}

_FORCE_INLINE_ void set_all(const real_t p_value);

Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;

Expand Down Expand Up @@ -145,10 +143,6 @@ struct _NO_DISCARD_ Vector4 {
}
};

void Vector4::set_all(const real_t p_value) {
x = y = z = p_value;
}

real_t Vector4::dot(const Vector4 &p_vec4) const {
return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
}
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