mirror of
https://github.com/Halofreak1990/XFXFramework
synced 2024-12-26 13:49:34 +01:00
92 lines
3.8 KiB
C++
92 lines
3.8 KiB
C++
// Copyright (C) XFX Team
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of the copyright holder nor the names of any
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// contributors may be used to endorse or promote products derived from
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// this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#include <Vector2.h>
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#include <Vector3.h>
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#include <Graphics/VertexPositionNormalTexture.h>
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#include <System/String.h>
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#include <System/Type.h>
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namespace XFX
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{
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namespace Graphics
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{
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const Type VertexPositionNormalTextureTypeInfo("VertexPositionNormalTexture", "XFX::Graphics::VertexPositionNormalTexture", TypeCode::Object);
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const VertexElement VertexPositionNormalTexture::vertexArray[] =
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{
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VertexElement(0, VertexElementFormat::Vector3, VertexElementUsage::Position, 0),
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VertexElement(12, VertexElementFormat::Vector3, VertexElementUsage::Normal, 0),
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VertexElement(24, VertexElementFormat::Vector2, VertexElementUsage::TextureCoordinate, 0)
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};
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VertexDeclaration VertexPositionNormalTexture::getVertexDeclaration() const
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{
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return VertexDeclaration(vertexArray, 3);
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}
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VertexPositionNormalTexture::VertexPositionNormalTexture()
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{
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}
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VertexPositionNormalTexture::VertexPositionNormalTexture(const Vector3 position, const Vector3 normal, const Vector2 textureCoordinate)
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: Position(position), Normal(normal), TextureCoordinate(textureCoordinate)
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{
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}
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bool VertexPositionNormalTexture::Equals(Object const * const obj) const
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{
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return is(obj, this) ? (*this == *(VertexPositionNormalTexture *)obj) : false;
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}
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int VertexPositionNormalTexture::GetHashCode() const
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{
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return Normal.GetHashCode() ^ Position.GetHashCode() ^ TextureCoordinate.GetHashCode();
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}
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const Type& VertexPositionNormalTexture::GetType()
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{
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return VertexPositionNormalTextureTypeInfo;
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}
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const String VertexPositionNormalTexture::ToString() const
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{
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return String::Format("{Position:%s Normal:%s TextureCoordinate:%s}", (const char *)Position.ToString(), (const char *)Normal.ToString(), (const char *)TextureCoordinate.ToString());
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}
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bool VertexPositionNormalTexture::operator!=(const VertexPositionNormalTexture& other) const
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{
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return ((Normal != other.Normal) || (Position != other.Position) || (TextureCoordinate != other.TextureCoordinate));
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}
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bool VertexPositionNormalTexture::operator==(const VertexPositionNormalTexture& other) const
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{
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return ((Normal == other.Normal) && (Position == other.Position) && (TextureCoordinate == other.TextureCoordinate));
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}
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}
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}
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