doom3-bfg/neo/idlib/math/VectorI.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MATH_VECTORI_H__
#define __MATH_VECTORI_H__
static ID_INLINE int MinInt( int a, int b )
{
return ( a ) < ( b ) ? ( a ) : ( b );
}
static ID_INLINE int MaxInt( int a, int b )
{
return ( a ) < ( b ) ? ( b ) : ( a );
}
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class idVec2i
{
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public:
int x, y;
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idVec2i() {}
idVec2i( int _x, int _y ) : x( _x ), y( _y ) {}
void Set( int _x, int _y )
{
x = _x;
y = _y;
}
int Area() const
{
return x * y;
};
void Min( idVec2i& v )
{
x = MinInt( x, v.x );
y = MinInt( y, v.y );
}
void Max( idVec2i& v )
{
x = MaxInt( x, v.x );
y = MaxInt( y, v.y );
}
int operator[]( const int index ) const
{
assert( index == 0 || index == 1 );
return ( &x )[index];
}
int& operator[]( const int index )
{
assert( index == 0 || index == 1 );
return ( &x )[index];
}
idVec2i operator-() const
{
return idVec2i( -x, -y );
}
idVec2i operator!() const
{
return idVec2i( !x, !y );
}
idVec2i operator>>( const int a ) const
{
return idVec2i( x >> a, y >> a );
}
idVec2i operator<<( const int a ) const
{
return idVec2i( x << a, y << a );
}
idVec2i operator&( const int a ) const
{
return idVec2i( x & a, y & a );
}
idVec2i operator|( const int a ) const
{
return idVec2i( x | a, y | a );
}
idVec2i operator^( const int a ) const
{
return idVec2i( x ^ a, y ^ a );
}
idVec2i operator*( const int a ) const
{
return idVec2i( x * a, y * a );
}
idVec2i operator/( const int a ) const
{
return idVec2i( x / a, y / a );
}
idVec2i operator+( const int a ) const
{
return idVec2i( x + a, y + a );
}
idVec2i operator-( const int a ) const
{
return idVec2i( x - a, y - a );
}
bool operator==( const idVec2i& a ) const
{
return a.x == x && a.y == y;
};
bool operator!=( const idVec2i& a ) const
{
return a.x != x || a.y != y;
};
idVec2i operator>>( const idVec2i& a ) const
{
return idVec2i( x >> a.x, y >> a.y );
}
idVec2i operator<<( const idVec2i& a ) const
{
return idVec2i( x << a.x, y << a.y );
}
idVec2i operator&( const idVec2i& a ) const
{
return idVec2i( x & a.x, y & a.y );
}
idVec2i operator|( const idVec2i& a ) const
{
return idVec2i( x | a.x, y | a.y );
}
idVec2i operator^( const idVec2i& a ) const
{
return idVec2i( x ^ a.x, y ^ a.y );
}
idVec2i operator*( const idVec2i& a ) const
{
return idVec2i( x * a.x, y * a.y );
}
idVec2i operator/( const idVec2i& a ) const
{
return idVec2i( x / a.x, y / a.y );
}
idVec2i operator+( const idVec2i& a ) const
{
return idVec2i( x + a.x, y + a.y );
}
idVec2i operator-( const idVec2i& a ) const
{
return idVec2i( x - a.x, y - a.y );
}
idVec2i& operator+=( const int a )
{
x += a;
y += a;
return *this;
}
idVec2i& operator-=( const int a )
{
x -= a;
y -= a;
return *this;
}
idVec2i& operator/=( const int a )
{
x /= a;
y /= a;
return *this;
}
idVec2i& operator*=( const int a )
{
x *= a;
y *= a;
return *this;
}
idVec2i& operator>>=( const int a )
{
x >>= a;
y >>= a;
return *this;
}
idVec2i& operator<<=( const int a )
{
x <<= a;
y <<= a;
return *this;
}
idVec2i& operator&=( const int a )
{
x &= a;
y &= a;
return *this;
}
idVec2i& operator|=( const int a )
{
x |= a;
y |= a;
return *this;
}
idVec2i& operator^=( const int a )
{
x ^= a;
y ^= a;
return *this;
}
idVec2i& operator>>=( const idVec2i& a )
{
x >>= a.x;
y >>= a.y;
return *this;
}
idVec2i& operator<<=( const idVec2i& a )
{
x <<= a.x;
y <<= a.y;
return *this;
}
idVec2i& operator&=( const idVec2i& a )
{
x &= a.x;
y &= a.y;
return *this;
}
idVec2i& operator|=( const idVec2i& a )
{
x |= a.x;
y |= a.y;
return *this;
}
idVec2i& operator^=( const idVec2i& a )
{
x ^= a.x;
y ^= a.y;
return *this;
}
idVec2i& operator+=( const idVec2i& a )
{
x += a.x;
y += a.y;
return *this;
}
idVec2i& operator-=( const idVec2i& a )
{
x -= a.x;
y -= a.y;
return *this;
}
idVec2i& operator/=( const idVec2i& a )
{
x /= a.x;
y /= a.y;
return *this;
}
idVec2i& operator*=( const idVec2i& a )
{
x *= a.x;
y *= a.y;
return *this;
}
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};
#endif