/*
* Copyright (C) 2005-2010 MaNGOS
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _SHORTVECTOR_H
#define _SHORTVECTOR_H
#include
namespace VMAP
{
/**
Vector with 16 bit fix point values 12.4 bit.
*/
class ShortVector
{
private:
short iX;
short iY;
short iZ;
const static short maxvalue = 0x7fff;
const static short minvalue = -0x7fff;
const static int fixpointdiv = 16;
const static short fixpoint_maxvalue = maxvalue / fixpointdiv;
const static short fixpoint_minvalue = minvalue / fixpointdiv;
inline short float2Short(float fv) const
{
short sv;
debugAssert((fv <= fixpoint_maxvalue || fv >= 1000000) && (fv >= fixpoint_minvalue || fv <= -1000000));
if(fv >= fixpoint_maxvalue)
sv=maxvalue;
else if(fv <= fixpoint_minvalue)
sv=minvalue;
else
sv = (short) (fv * fixpointdiv + 0.5);
return(sv);
}
inline float short2Float(short sv) const
{
float fv;
if(sv >= maxvalue)
fv=G3D::inf();
else if(sv <= minvalue)
fv=-G3D::inf();
else
fv = ((float)sv) / fixpointdiv;
return fv;
}
inline float getFX() const { return(short2Float(iX)); }
inline float getFY() const { return(short2Float(iY)); }
inline float getFZ() const { return(short2Float(iZ)); }
public:
inline ShortVector() {}
inline ShortVector(const G3D::Vector3& pVector)
{
iX = float2Short(pVector.x);
iY = float2Short(pVector.y);
iZ = float2Short(pVector.z);
}
inline ShortVector(float pX, float pY, float pZ)
{
iX = float2Short(pX);
iY = float2Short(pY);
iZ = float2Short(pZ);
}
inline ShortVector(short pX, short pY, short pZ)
{
iX = pX;
iY = pY;
iZ = pZ;
}
inline ShortVector(const ShortVector& pShortVector)
{
iX = pShortVector.iX;
iY = pShortVector.iY;
iZ = pShortVector.iZ;
}
inline float getX() const { return(iX); }
inline float getY() const { return(iY); }
inline float getZ() const { return(iZ); }
inline G3D::Vector3 getVector3() const { return(G3D::Vector3(getFX(), getFY(), getFZ())); }
inline ShortVector min(const ShortVector pShortVector)
{
ShortVector result = pShortVector;
if(pShortVector.iX > iX) { result.iX = iX; }
if(pShortVector.iY > iY) { result.iY = iY; }
if(pShortVector.iZ > iZ) { result.iZ = iZ; }
return(result);
}
inline ShortVector max(const ShortVector pShortVector)
{
ShortVector result = pShortVector;
if(pShortVector.iX < iX) { result.iX = iX; }
if(pShortVector.iY < iY) { result.iY = iY; }
if(pShortVector.iZ < iZ) { result.iZ = iZ; }
return(result);
}
inline bool operator==(const ShortVector& v) const
{
return (iX == v.iX && iY == v.iY && iZ == v.iZ);
}
inline bool operator!=(const ShortVector& v) const
{
return !(iX == v.iX && iY == v.iY && iZ == v.iZ);
}
};
}
#endif