mxwcore-wotlk/deps/g3dlite/source/Vector4int8.cpp

59 lines
1.3 KiB
C++

/**
@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 <string>
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