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authorclick <none@none>2010-06-05 00:59:25 +0200
committerclick <none@none>2010-06-05 00:59:25 +0200
commite77716188861d4aa83b227a90e04a66b63baeb1f (patch)
treece72764181a760314ec851f7535052dcf75649db /dep/src/g3dlite/Vector4int8.cpp
parent1426c2970f42a2d065198806f750bf5dd28d580b (diff)
HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier) + reduced Vmap size to less than one third, and improve precision + indoor/outdoor check which allows automatic unmounting of players + additional area information from WMOAreaTable.dbc, removed existing "hacks" + WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!) - buildfiles for windows are not properly done, and will need to be sorted out NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault ! THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK! --HG-- branch : trunk
Diffstat (limited to 'dep/src/g3dlite/Vector4int8.cpp')
-rw-r--r--dep/src/g3dlite/Vector4int8.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/dep/src/g3dlite/Vector4int8.cpp b/dep/src/g3dlite/Vector4int8.cpp
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+++ b/dep/src/g3dlite/Vector4int8.cpp
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+/**
+ @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
+