/** @file Vector4int8.cpp Homogeneous vector class. @maintainer Morgan McGuire, http://graphics.cs.williams.edu @created 2007-02-09 @edited 2007-02-09 Copyright 2000-2007, Morgan McGuire. All rights reserved. */ #include "G3D/platform.h" #include "G3D/Vector4int8.h" #include "G3D/Vector3.h" #include "G3D/Vector4.h" #include "G3D/BinaryInput.h" #include "G3D/BinaryOutput.h" #include namespace G3D { Vector4int8::Vector4int8(const Vector4& source) { x = iClamp(iRound(source.x), -128, 127); y = iClamp(iRound(source.y), -128, 127); z = iClamp(iRound(source.z), -128, 127); w = iClamp(iRound(source.w), -128, 127); } Vector4int8::Vector4int8(const Vector3& source, int8 w) : w(w) { x = iClamp(iRound(source.x), -128, 127); y = iClamp(iRound(source.y), -128, 127); z = iClamp(iRound(source.z), -128, 127); } Vector4int8::Vector4int8(class BinaryInput& b) { deserialize(b); } void Vector4int8::serialize(class BinaryOutput& b) const { // Intentionally write individual bytes to avoid endian issues b.writeInt8(x); b.writeInt8(y); b.writeInt8(z); b.writeInt8(w); } void Vector4int8::deserialize(class BinaryInput& b) { x = b.readInt8(); y = b.readInt8(); z = b.readInt8(); w = b.readInt8(); } } // namespace G3D