Files
o3de/Gems/Terrain/Code/Source/TerrainRenderer/Vector2i.cpp
T
Ken Pruiksma 453808eb90 Clipmap bounds class (#7134)
* 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>
2022-01-26 14:30:13 -06:00

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2.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <TerrainRenderer/Vector2i.h>
#include <AzCore/Casting/numeric_cast.h>
namespace Terrain
{
Vector2i::Vector2i(int32_t x, int32_t y)
: m_x(x)
, m_y(y)
{}
Vector2i::Vector2i(uint32_t value)
: m_x(aznumeric_cast<int32_t>(value))
, m_y(aznumeric_cast<int32_t>(value))
{}
Vector2i::Vector2i(int32_t value)
: m_x(value)
, m_y(value)
{}
Vector2i Vector2i::operator+(const Vector2i& rhs) const
{
Vector2i returnPoint = *this;
returnPoint += rhs;
return returnPoint;
}
Vector2i& Vector2i::operator+=(const Vector2i& rhs)
{
m_x += rhs.m_x;
m_y += rhs.m_y;
return *this;
}
Vector2i Vector2i::operator-(const Vector2i& rhs) const
{
return *this + -rhs;
}
Vector2i& Vector2i::operator-=(const Vector2i& rhs)
{
return *this += -rhs;
}
Vector2i Vector2i::operator-() const
{
return {-m_x, -m_y};
}
Vector2i Vector2i::operator*(const Vector2i& rhs) const
{
Vector2i returnPoint = *this;
returnPoint *= rhs;
return returnPoint;
}
Vector2i& Vector2i::operator*=(const Vector2i& rhs)
{
m_x *= rhs.m_x;
m_y *= rhs.m_y;
return *this;
}
Vector2i Vector2i::operator/(const Vector2i& rhs) const
{
Vector2i returnPoint = *this;
returnPoint /= rhs;
return returnPoint;
}
Vector2i& Vector2i::operator/=(const Vector2i& rhs)
{
m_x /= rhs.m_x;
m_y /= rhs.m_y;
return *this;
}
bool Vector2i::operator==(const Vector2i& rhs) const
{
return rhs.m_x == m_x && rhs.m_y == m_y;
}
bool Vector2i::operator!=(const Vector2i& rhs) const
{
return !(*this == rhs);
}
}