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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/shared/vmap/ShortVector.h
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134
src/shared/vmap/ShortVector.h
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _SHORTVECTOR_H
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#define _SHORTVECTOR_H
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#include <G3D/Vector3.h>
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namespace VMAP
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{
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/**
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Vector with 16 bit fix point values 12.4 bit.
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*/
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class ShortVector
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{
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private:
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short iX;
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short iY;
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short iZ;
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const static short maxvalue = 0x7fff;
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const static short minvalue = -0x7fff;
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const static int fixpointdiv = 16;
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const static short fixpoint_maxvalue = maxvalue / fixpointdiv;
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const static short fixpoint_minvalue = minvalue / fixpointdiv;
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inline short float2Short(float fv) const
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{
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short sv;
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debugAssert((fv <= fixpoint_maxvalue || fv >= 1000000) && (fv >= fixpoint_minvalue || fv <= -1000000));
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if(fv >= fixpoint_maxvalue)
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sv=maxvalue;
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else if(fv <= fixpoint_minvalue)
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sv=minvalue;
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else
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sv = (short) (fv * fixpointdiv + 0.5);
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return(sv);
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}
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inline float short2Float(short sv) const
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{
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float fv;
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if(sv >= maxvalue)
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fv=G3D::inf();
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else if(sv <= minvalue)
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fv=-G3D::inf();
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else
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fv = ((float)sv) / fixpointdiv;
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return fv;
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}
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inline float getFX() const { return(short2Float(iX)); }
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inline float getFY() const { return(short2Float(iY)); }
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inline float getFZ() const { return(short2Float(iZ)); }
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public:
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inline ShortVector() {}
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inline ShortVector(const G3D::Vector3& pVector)
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{
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iX = float2Short(pVector.x);
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iY = float2Short(pVector.y);
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iZ = float2Short(pVector.z);
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}
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inline ShortVector(float pX, float pY, float pZ)
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{
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iX = float2Short(pX);
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iY = float2Short(pY);
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iZ = float2Short(pZ);
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}
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inline ShortVector(short pX, short pY, short pZ)
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{
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iX = pX;
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iY = pY;
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iZ = pZ;
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}
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inline ShortVector(const ShortVector& pShortVector)
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{
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iX = pShortVector.iX;
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iY = pShortVector.iY;
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iZ = pShortVector.iZ;
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}
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inline float getX() const { return(iX); }
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inline float getY() const { return(iY); }
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inline float getZ() const { return(iZ); }
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inline G3D::Vector3 getVector3() const { return(G3D::Vector3(getFX(), getFY(), getFZ())); }
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inline ShortVector min(const ShortVector pShortVector)
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{
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ShortVector result = pShortVector;
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if(pShortVector.iX > iX) { result.iX = iX; }
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if(pShortVector.iY > iY) { result.iY = iY; }
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if(pShortVector.iZ > iZ) { result.iZ = iZ; }
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return(result);
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}
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inline ShortVector max(const ShortVector pShortVector)
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{
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ShortVector result = pShortVector;
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if(pShortVector.iX < iX) { result.iX = iX; }
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if(pShortVector.iY < iY) { result.iY = iY; }
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if(pShortVector.iZ < iZ) { result.iZ = iZ; }
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return(result);
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}
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inline bool operator==(const ShortVector& v) const
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{
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return (iX == v.iX && iY == v.iY && iZ == v.iZ);
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}
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inline bool operator!=(const ShortVector& v) const
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{
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return !(iX == v.iX && iY == v.iY && iZ == v.iZ);
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}
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};
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}
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#endif
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