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>
97 lines
2.0 KiB
C++
97 lines
2.0 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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#include <TerrainRenderer/Vector2i.h>
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#include <AzCore/Casting/numeric_cast.h>
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namespace Terrain
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{
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Vector2i::Vector2i(int32_t x, int32_t y)
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: m_x(x)
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, m_y(y)
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{}
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Vector2i::Vector2i(uint32_t value)
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: m_x(aznumeric_cast<int32_t>(value))
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, m_y(aznumeric_cast<int32_t>(value))
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{}
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Vector2i::Vector2i(int32_t value)
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: m_x(value)
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, m_y(value)
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{}
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Vector2i Vector2i::operator+(const Vector2i& rhs) const
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{
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Vector2i returnPoint = *this;
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returnPoint += rhs;
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return returnPoint;
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}
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Vector2i& Vector2i::operator+=(const Vector2i& rhs)
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{
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m_x += rhs.m_x;
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m_y += rhs.m_y;
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return *this;
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}
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Vector2i Vector2i::operator-(const Vector2i& rhs) const
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{
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return *this + -rhs;
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}
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Vector2i& Vector2i::operator-=(const Vector2i& rhs)
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{
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return *this += -rhs;
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}
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Vector2i Vector2i::operator-() const
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{
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return {-m_x, -m_y};
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}
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Vector2i Vector2i::operator*(const Vector2i& rhs) const
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{
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Vector2i returnPoint = *this;
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returnPoint *= rhs;
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return returnPoint;
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}
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Vector2i& Vector2i::operator*=(const Vector2i& rhs)
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{
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m_x *= rhs.m_x;
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m_y *= rhs.m_y;
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return *this;
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}
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Vector2i Vector2i::operator/(const Vector2i& rhs) const
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{
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Vector2i returnPoint = *this;
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returnPoint /= rhs;
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return returnPoint;
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}
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Vector2i& Vector2i::operator/=(const Vector2i& rhs)
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{
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m_x /= rhs.m_x;
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m_y /= rhs.m_y;
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return *this;
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}
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bool Vector2i::operator==(const Vector2i& rhs) const
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{
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return rhs.m_x == m_x && rhs.m_y == m_y;
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}
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bool Vector2i::operator!=(const Vector2i& rhs) const
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{
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return !(*this == rhs);
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}
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}
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