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151
engine/3d/src/Vector3int32.hpp
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151
engine/3d/src/Vector3int32.hpp
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/**
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@file Vector3int32.h
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@maintainer Morgan McGuire, matrix@brown.edu
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@created 2008-07-01
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@edited 2008-07-01
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Copyright 2000-2009, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef VECTOR3INT32_H
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#define VECTOR3INT32_H
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#include "platform.hpp"
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#include "g3dmath.hpp"
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#include "HashTrait.hpp"
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namespace G3D
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{
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/**
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\ Vector3int32
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A Vector3 that packs its fields into uint32s.
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*/
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G3D_BEGIN_PACKED_CLASS(4)
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class Vector3int32
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{
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private:
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// Hidden operators
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bool operator<(const Vector3int32&) const;
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bool operator>(const Vector3int32&) const;
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bool operator<=(const Vector3int32&) const;
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bool operator>=(const Vector3int32&) const;
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public:
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G3D::int32 x;
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G3D::int32 y;
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G3D::int32 z;
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Vector3int32()
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: x(0)
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, y(0)
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, z(0)
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{
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}
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Vector3int32(int _x, int _y, int _z)
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: x(_x)
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, y(_y)
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, z(_z)
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{
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}
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Vector3int32(const class Vector3int16& v);
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Vector3int32(const class Vector3& v);
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inline G3D::int32& operator[](int i)
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{
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debugAssert(i <= 2);
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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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{
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debugAssert(i <= 2);
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return ((G3D::int32*)this)[i];
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}
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inline Vector3int32 operator+(const Vector3int32& other) const
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{
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return Vector3int32(x + other.x, y + other.y, z + other.z);
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}
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inline Vector3int32 operator-(const Vector3int32& other) const
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{
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return Vector3int32(x - other.x, y - other.y, z - other.z);
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}
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inline Vector3int32 operator*(const Vector3int32& other) const
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{
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return Vector3int32(x * other.x, y * other.y, z * other.z);
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}
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inline Vector3int32 operator*(const int s) const
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{
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return Vector3int32(x * s, y * s, z * s);
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}
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inline Vector3int32& operator+=(const Vector3int32& other)
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{
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x += other.x;
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y += other.y;
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z += other.y;
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return *this;
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}
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inline Vector3int32& operator-=(const Vector3int32& other)
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{
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x -= other.x;
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y -= other.y;
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z -= other.z;
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return *this;
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}
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inline Vector3int32& operator*=(const Vector3int32& other)
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{
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x *= other.x;
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y *= other.y;
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z *= other.z;
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return *this;
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}
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inline bool operator==(const Vector3int32& rkVector) const
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{
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return (x == rkVector.x && y == rkVector.y && z == rkVector.z);
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}
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inline bool operator!=(const Vector3int32& rkVector) const
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{
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return (x != rkVector.x || y != rkVector.y || z != rkVector.z);
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}
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Vector3int32 max(const Vector3int32& v) const
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{
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return Vector3int32(iMax(x, v.x), iMax(y, v.y), iMax(z, v.z));
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}
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Vector3int32 min(const Vector3int32& v) const
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{
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return Vector3int32(iMin(x, v.x), iMin(y, v.y), iMin(z, v.z));
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}
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std::string toString() const;
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} G3D_END_PACKED_CLASS(4)
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} // namespace G3D
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template<>
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struct HashTrait<G3D::Vector3int32>
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{
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static size_t hashCode(const G3D::Vector3int32& key)
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{
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// Mask for the top bit of a uint32
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const G3D::uint32 top = (1UL << 31);
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// Mask for the bottom 10 bits of a uint32
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const G3D::uint32 bot = 0x000003FF;
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return static_cast<size_t>(
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((key.x & top) | ((key.y & top) >> 1) | ((key.z & top) >> 2)) | (((key.x & bot) << 19) ^ ((key.y & bot) << 10) ^ (key.z & bot)));
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}
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};
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#endif
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