167 lines
6.4 KiB
C#
167 lines
6.4 KiB
C#
#region Using Statements
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using System;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Graphics.PackedVector
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{
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public struct NormalizedByte2 : IPackedVector<ushort>, IEquatable<NormalizedByte2>, IPackedVector
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{
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private ushort packedValue;
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private const float max = (float)(255 >> 1);
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private const float oneOverMax = 1f / max;
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private const uint mask = (uint)(256 >> 1);
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public NormalizedByte2(float x, float y)
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{
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ushort b1 = (ushort)(((int)MathHelper.Clamp(x * max, -max, max) & 255) << 0);
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ushort b2 = (ushort)(((int)MathHelper.Clamp(y * max, -max, max) & 255) << 8);
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this.packedValue = (UInt16)(b1 | b2);
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}
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public NormalizedByte2(Vector2 vector)
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{
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ushort b1 = (ushort)(((int)MathHelper.Clamp(vector.X * max, -max, max) & 255) << 0);
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ushort b2 = (ushort)(((int)MathHelper.Clamp(vector.Y * max, -max, max) & 255) << 8);
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this.packedValue = (UInt16)(b1 | b2);
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}
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public ushort PackedValue
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{
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get
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{
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return this.packedValue;
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}
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set
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{
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this.packedValue = value;
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}
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}
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public Vector2 ToVector2()
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{
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Vector2 vector;
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vector.X = convert(0xff, (uint)this.packedValue);
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vector.Y = convert(0xff, (uint)(this.packedValue >> 8));
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return vector;
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}
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private static float convert(uint bitmask, uint value)
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{
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if ((value & mask) != 0)
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{
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if ((value & 255) >= mask)
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{
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return -1f;
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}
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value |= ~bitmask;
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}
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else
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{
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value &= 255;
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}
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return (((float)value) * oneOverMax);
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}
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void IPackedVector.PackFromVector4(Vector4 vector)
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{
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ushort b1 = (ushort)(((int)MathHelper.Clamp(vector.X * max, -max, max) & 255) << 0);
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ushort b2 = (ushort)(((int)MathHelper.Clamp(vector.Y * max, -max, max) & 255) << 8);
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this.packedValue = (UInt16)(b1 | b2);
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}
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Vector4 IPackedVector.ToVector4()
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{
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Vector2 val = this.ToVector2();
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return new Vector4(val.X, val.Y, 0f, 1f);
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}
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public override bool Equals(object obj)
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{
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if (obj != null && obj.GetType() == this.GetType())
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{
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return this == (NormalizedByte2)obj;
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}
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return false;
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}
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public bool Equals(NormalizedByte2 other)
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{
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return this.packedValue == other.packedValue;
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}
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public override string ToString()
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{
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return this.ToVector2().ToString();
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}
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public override int GetHashCode()
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{
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return this.packedValue.GetHashCode();
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}
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public static bool operator ==(NormalizedByte2 lhs, NormalizedByte2 rhs)
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{
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return lhs.packedValue == rhs.packedValue;
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}
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public static bool operator !=(NormalizedByte2 lhs, NormalizedByte2 rhs)
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{
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return lhs.packedValue != rhs.packedValue;
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}
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}
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}
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