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XFXFramework/src/libXFX/VertexPositionNormalTexture.cpp

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// Copyright (C) 2010-2012, XFX Team
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of any
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
#include <Graphics/VertexpositionNormalTexture.h>
namespace XFX
{
namespace Graphics
{
VertexPositionNormalTexture::VertexPositionNormalTexture(Vector3 &position, Vector3 &normal, Vector2 &textureCoordinate)
{
Position = position;
Normal = normal;
TextureCoordinate = textureCoordinate;
}
int VertexPositionNormalTexture::SizeInBytes()
{
return (sizeof(float) * 5);
}
int VertexPositionNormalTexture::Equals(const VertexPositionNormalTexture &other)
{
return ((Normal == other.Normal) && (Position == other.Position) && (TextureCoordinate == other.TextureCoordinate));
}
int VertexPositionNormalTexture::GetHashCode()
{
return Normal.GetHashCode() ^ Position.GetHashCode() ^ TextureCoordinate.GetHashCode();
}
int VertexPositionNormalTexture::operator!=(const VertexPositionNormalTexture &other)
{
return !Equals(other);
}
int VertexPositionNormalTexture::operator==(const VertexPositionNormalTexture &other)
{
return Equals(other);
}
}
}