// 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 <Vector2.h> #include <Vector3.h> #include <Graphics/VertexpositionNormalTexture.h> #include <System/String.h> namespace XFX { namespace Graphics { VertexPositionNormalTexture::VertexPositionNormalTexture(const Vector3 position, const Vector3 normal, const Vector2 textureCoordinate) { Position = position; Normal = normal; TextureCoordinate = textureCoordinate; } int VertexPositionNormalTexture::SizeInBytes() { return (sizeof(float) * 5); } bool VertexPositionNormalTexture::Equals(const VertexPositionNormalTexture other) const { return ((Normal == other.Normal) && (Position == other.Position) && (TextureCoordinate == other.TextureCoordinate)); } int VertexPositionNormalTexture::GetHashCode() const { return Normal.GetHashCode() ^ Position.GetHashCode() ^ TextureCoordinate.GetHashCode(); } const char* VertexPositionNormalTexture::ToString() const { return String::Format("{{Position:%s Normal:%s TextureCoordinate:%s}}", Position.ToString(), Normal.ToString(), TextureCoordinate.ToString()); } bool VertexPositionNormalTexture::operator!=(const VertexPositionNormalTexture other) const { return !Equals(other); } bool VertexPositionNormalTexture::operator==(const VertexPositionNormalTexture other) const { return Equals(other); } } }