diff options
author | click <none@none> | 2010-08-27 01:52:05 +0200 |
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committer | click <none@none> | 2010-08-27 01:52:05 +0200 |
commit | 7686d6ee57038e848f75130563fc78c1adebc1a2 (patch) | |
tree | 258a7a6db03e3479a0219ace8cfc3ec3ba53a1be /dep/g3dlite/source/Vector4int8.cpp | |
parent | 1d3deae555f0ec523d77875bd5a307ab9bd19742 (diff) |
Core/Dependency: Upgrade G3d-library to v8.0-release (patched version!)
Note: Due to issues with G3D (normally requiring X11 and the ZIP-library),
the sourcetree version contains a modified version. The applied patch is
commited to the repository for future reference.
--HG--
branch : trunk
Diffstat (limited to 'dep/g3dlite/source/Vector4int8.cpp')
-rw-r--r-- | dep/g3dlite/source/Vector4int8.cpp | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/dep/g3dlite/source/Vector4int8.cpp b/dep/g3dlite/source/Vector4int8.cpp new file mode 100644 index 00000000000..70bd143e01d --- /dev/null +++ b/dep/g3dlite/source/Vector4int8.cpp @@ -0,0 +1,58 @@ +/** + @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 + |