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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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@@ -40,12 +40,12 @@ int32_t Vector3i::get_axis(const int p_axis) const {
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return operator[](p_axis);
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}
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int Vector3i::min_axis() const {
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return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
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Vector3i::Axis Vector3i::min_axis_index() const {
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return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
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}
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int Vector3i::max_axis() const {
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return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
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Vector3i::Axis Vector3i::max_axis_index() const {
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return x < y ? (y < z ? Vector3i::AXIS_Z : Vector3i::AXIS_Y) : (x < z ? Vector3i::AXIS_Z : Vector3i::AXIS_X);
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}
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Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
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