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276 lines
7.5 KiB
C++
276 lines
7.5 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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#include "AnchorPresets.h"
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namespace
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{
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static AZ::Vector4 presets[ AnchorPresets::PresetIndexCount ] =
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{
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AZ::Vector4(0.0f, 0.0f, 0.0f, 0.0f),
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AZ::Vector4(0.5f, 0.0f, 0.5f, 0.0f),
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AZ::Vector4(1.0f, 0.0f, 1.0f, 0.0f),
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AZ::Vector4(0.0f, 0.0f, 1.0f, 0.0f),
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AZ::Vector4(0.0f, 0.5f, 0.0f, 0.5f),
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AZ::Vector4(0.5f, 0.5f, 0.5f, 0.5f),
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AZ::Vector4(1.0f, 0.5f, 1.0f, 0.5f),
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AZ::Vector4(0.0f, 0.5f, 1.0f, 0.5f),
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AZ::Vector4(0.0f, 1.0f, 0.0f, 1.0f),
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AZ::Vector4(0.5f, 1.0f, 0.5f, 1.0f),
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AZ::Vector4(1.0f, 1.0f, 1.0f, 1.0f),
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AZ::Vector4(0.0f, 1.0f, 1.0f, 1.0f),
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AZ::Vector4(0.0f, 0.0f, 0.0f, 1.0f),
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AZ::Vector4(0.5f, 0.0f, 0.5f, 1.0f),
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AZ::Vector4(1.0f, 0.0f, 1.0f, 1.0f),
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AZ::Vector4(0.0f, 0.0f, 1.0f, 1.0f)
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};
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static_assert(AnchorPresets::PresetIndexCount == AZ_ARRAY_SIZE(presets), "presets and PresetIndexCount MUST be the same size.");
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} // anonymous namespace.
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namespace AnchorPresets
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{
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const AZ::Vector4& PresetIndexToAnchor(int i)
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{
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if ((i >= 0) && (i < PresetIndexCount))
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{
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return presets[ i ];
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}
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else
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{
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AZ_Assert(0, "Invalid preset index");
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return presets[ 0 ];
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}
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}
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int AnchorToPresetIndex(const AZ::Vector4& v)
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{
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float x = v.GetX();
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float y = v.GetY();
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float z = v.GetZ();
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float w = v.GetW();
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if (x == 0.0f)
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{
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if (y == 0.0f)
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{
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if (z == 0.0f)
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{
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if (w == 0.0f)
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{
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// 0: AZ::Vector4( 0.0f, 0.0f, 0.0f, 0.0f )
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return 0;
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}
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else if (w == 1.0f)
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{
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// 12: AZ::Vector4( 0.0f, 0.0f, 0.0f, 1.0f )
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return 12;
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}
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else
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{
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return -1;
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}
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}
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else if (z == 1.0f)
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{
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if (w == 0.0f)
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{
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// 3: AZ::Vector4( 0.0f, 0.0f, 1.0f, 0.0f )
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return 3;
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}
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else if (w == 1.0f)
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{
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// 15: AZ::Vector4( 0.0f, 0.0f, 1.0f, 1.0f )
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return 15;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else if (y == 0.5f)
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{
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if (w == 0.5f)
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{
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if (z == 0.0f)
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{
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// 4: AZ::Vector4( 0.0f, 0.5f, 0.0f, 0.5f )
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return 4;
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}
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else if (z == 1.0f)
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{
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// 7: AZ::Vector4( 0.0f, 0.5f, 1.0f, 0.5f )
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return 7;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else if (y == 1.0f)
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{
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if (w == 1.0f)
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{
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if (z == 0.0f)
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{
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// 8: AZ::Vector4( 0.0f, 1.0f, 0.0f, 1.0f )
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return 8;
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}
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else if (z == 1.0f)
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{
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// 11: AZ::Vector4( 0.0f, 1.0f, 1.0f, 1.0f )
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return 11;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else if (x == 0.5f)
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{
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if (y == 0.0f)
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{
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if (z == 0.5f)
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{
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if (w == 0.0f)
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{
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// 1 AZ::Vector4( 0.5f, 0.0f, 0.5f, 0.0f )
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return 1;
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}
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else if (w == 1.0f)
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{
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// 13 AZ::Vector4( 0.5f, 0.0f, 0.5f, 1.0f )
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return 13;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else if (z == 0.5f)
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{
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if (y == 0.5f)
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{
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if (w == 0.5f)
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{
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// 5 AZ::Vector4( 0.5f, 0.5f, 0.5f, 0.5f )
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return 5;
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}
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else
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{
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return -1;
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}
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}
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else if (y == 1.0f)
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{
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if (w == 1.0f)
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{
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// 9 AZ::Vector4( 0.5f, 1.0f, 0.5f, 1.0f )
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return 9;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else if (x == 1.0f)
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{
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if (z == 1.0f)
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{
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if (y == 0.0f)
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{
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if (w == 0.0f)
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{
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// 2: AZ::Vector4( 1.0f, 0.0f, 1.0f, 0.0f )
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return 2;
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}
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else if (w == 1.0f)
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{
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// 14: AZ::Vector4( 1.0f, 0.0f, 1.0f, 1.0f )
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return 14;
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}
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else
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{
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return -1;
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}
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}
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else if (y == 0.5f)
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{
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if (w == 0.5f)
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{
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// 6: AZ::Vector4( 1.0f, 0.5f, 1.0f, 0.5f )
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return 6;
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}
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else
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{
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return -1;
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}
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}
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else if (y == 1.0f)
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{
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if (w == 1.0f)
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{
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// 10: AZ::Vector4( 1.0f, 1.0f, 1.0f, 1.0f )
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return 10;
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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else
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{
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return -1;
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}
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}
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} // namespace AnchorPresets
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