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134
deps/g3dlite/include/G3D/Vector2int32.h
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134
deps/g3dlite/include/G3D/Vector2int32.h
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/**
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@file G3D/Vector2int32.h
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@maintainer Morgan McGuire, matrix@brown.edu
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@created 2003-08-09
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@edited 2010-09-03
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Copyright 2000-2012, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_Vector2int32_h
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#define G3D_Vector2int32_h
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#include "G3D/platform.h"
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#include "G3D/g3dmath.h"
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#include "G3D/HashTrait.h"
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namespace G3D {
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/**
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\class Vector2int32
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A Vector2 that packs its fields into int32s.
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*/
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G3D_BEGIN_PACKED_CLASS(2)
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Vector2int32 {
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private:
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// Hidden operators
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bool operator<(const Vector2int32&) const;
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bool operator>(const Vector2int32&) const;
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bool operator<=(const Vector2int32&) const;
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bool operator>=(const Vector2int32&) const;
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public:
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G3D::int32 x;
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G3D::int32 y;
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Vector2int32() : x(0), y(0) {}
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Vector2int32(G3D::int32 _x, G3D::int32 _y) : x(_x), y(_y){}
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explicit Vector2int32(const class Vector2& v);
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explicit Vector2int32(class BinaryInput& bi);
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Vector2int32(const class Vector2int16& v);
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inline G3D::int32& operator[] (int i) {
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debugAssert(((unsigned int)i) <= 1);
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return ((G3D::int32*)this)[i];
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}
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inline const G3D::int32& operator[] (int i) const {
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debugAssert(((unsigned int)i) <= 1);
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return ((G3D::int32*)this)[i];
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}
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inline Vector2int32 operator+(const Vector2int32& other) const {
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return Vector2int32(x + other.x, y + other.y);
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}
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inline Vector2int32 operator-(const Vector2int32& other) const {
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return Vector2int32(x - other.x, y - other.y);
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}
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inline Vector2int32 operator-() const {
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return Vector2int32(-x, -y);
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}
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inline Vector2int32 operator*(const Vector2int32& other) const {
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return Vector2int32(x * other.x, y * other.y);
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}
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inline Vector2int32 operator*(const int s) const {
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return Vector2int32(x * s, y * s);
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}
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inline Vector2int32& operator+=(const Vector2int32& other) {
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x += other.x;
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y += other.y;
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return *this;
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}
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/** Shifts both x and y */
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inline Vector2int32 operator>>(const int s) const {
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return Vector2int32(x >> s, y >> s);
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}
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/** Shifts both x and y */
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inline Vector2int32 operator<<(const int s) const {
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return Vector2int32(x << s, y << s);
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}
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inline Vector2int32& operator-=(const Vector2int32& other) {
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x -= other.x;
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y -= other.y;
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return *this;
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}
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inline Vector2int32& operator*=(const Vector2int32& other) {
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x *= other.x;
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y *= other.y;
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return *this;
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}
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Vector2int32 clamp(const Vector2int32& lo, const Vector2int32& hi);
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inline bool operator==(const Vector2int32& other) const {
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return (x == other.x) && (y == other.y);
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}
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inline bool operator!= (const Vector2int32& other) const {
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return !(*this == other);
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}
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Vector2int32 max(const Vector2int32& v) const {
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return Vector2int32(iMax(x, v.x), iMax(y, v.y));
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}
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Vector2int32 min(const Vector2int32& v) const {
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return Vector2int32(iMin(x, v.x), iMin(y, v.y));
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}
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void serialize(class BinaryOutput& bo) const;
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void deserialize(class BinaryInput& bi);
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}
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G3D_END_PACKED_CLASS(2)
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typedef Vector2int32 Point2int32;
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} // namespace G3D
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template<> struct HashTrait<G3D::Vector2int32> {
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static size_t hashCode(const G3D::Vector2int32& key) { return static_cast<size_t>(key.x ^ ((int)key.y << 1)); }
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};
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#endif
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