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/**
\file G3D/Vector2int16.cpp
\author Morgan McGuire, http://graphics.cs.williams.edu
\created 2003-08-09
\edited 2011-01-06
*/
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector2int16.h"
#include "G3D/Vector2.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/Any.h"
#include "G3D/Vector2int32.h"
namespace G3D {
Vector2int16::Vector2int16(const class Vector2int32& v) : x(v.x), y(v.y) {}
Vector2int16::Vector2int16(const Any& any) {
any.verifyName("Vector2int16", "Point2int16");
any.verifyType(Any::TABLE, Any::ARRAY);
any.verifySize(2);
if (any.type() == Any::ARRAY) {
x = any[0];
y = any[1];
} else {
// Table
x = any["x"];
y = any["y"];
}
}
Vector2int16& Vector2int16::operator=(const Any& a) {
*this = Vector2int16(a);
return *this;
}
Any Vector2int16::toAny() const {
Any any(Any::ARRAY, "Vector2int16");
any.append(x, y);
return any;
}
Vector2int16::Vector2int16(const class Vector2& v) {
x = (int16)iFloor(v.x + 0.5);
y = (int16)iFloor(v.y + 0.5);
}
Vector2int16::Vector2int16(class BinaryInput& bi) {
deserialize(bi);
}
void Vector2int16::serialize(class BinaryOutput& bo) const {
bo.writeInt16(x);
bo.writeInt16(y);
}
void Vector2int16::deserialize(class BinaryInput& bi) {
x = bi.readInt16();
y = bi.readInt16();
}
Vector2int16 Vector2int16::clamp(const Vector2int16& lo, const Vector2int16& hi) {
return Vector2int16(iClamp(x, lo.x, hi.x), iClamp(y, lo.y, hi.y));
}
}
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