453808eb90
* ClipmapBounds class - This class is built to keep track of textures for clipmap like structures where there is a virtual center point and the edges need to be updated as the camera moves around the world Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing dead code Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updates from PR feedback. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * comment update Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updates from review suggestions Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * More updates. Moved the snapped center point calculation out to a separate function so the constructor doesn't need to do unnecessary work. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unused variable. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing bug in unit test that was doing a comparison and throwing away the result instead of actually testing it. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding some comments and constifying some functions. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing numeric casting issue on linux Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
39 lines
1.0 KiB
C++
39 lines
1.0 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <TerrainRenderer/Vector2i.h>
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#include <AzCore/std/limits.h>
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namespace Terrain
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{
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class Aabb2i
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{
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public:
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Aabb2i() = default;
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Aabb2i(const Vector2i& min, const Vector2i& max);
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Aabb2i operator+(const Vector2i& offset) const;
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Aabb2i& operator+=(const Vector2i& offset);
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Aabb2i operator-(const Vector2i& offset) const;
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Aabb2i& operator-=(const Vector2i& offset);
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bool operator==(const Aabb2i& other) const;
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bool operator!=(const Aabb2i& other) const;
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Aabb2i GetClamped(Aabb2i rhs) const;
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bool IsValid() const;
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Vector2i m_min{AZStd::numeric_limits<int32_t>::min(), AZStd::numeric_limits<int32_t>::min()};
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Vector2i m_max{AZStd::numeric_limits<int32_t>::max(), AZStd::numeric_limits<int32_t>::max()};
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};
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}
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