/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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); } class idVec2i { public: int x, y; 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; } }; #endif