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/**
* @file float3.cpp
* @brief float3 source
*
* Implementation of float3 class
*/
#include "float3.h"
#include "Vec2.h"
// TODO: this should go in Vec2.cpp if that is ever created
CR_BIND(int2, );
CR_REG_METADATA(int2, (CR_MEMBER(x), CR_MEMBER(y)));
CR_BIND(float2, );
CR_REG_METADATA(float2, (CR_MEMBER(x), CR_MEMBER(y)));
CR_BIND(float3, );
CR_REG_METADATA(float3, (CR_MEMBER(x), CR_MEMBER(y), CR_MEMBER(z)));
float float3::maxxpos = 2048.0f; /**< Maximum x position is 2048 */
float float3::maxzpos = 2048.0f; /**< Maximum z position is 2048 */
#ifdef _MSC_VER
const float float3::CMP_EPS = 1e-4f;
const float float3::NORMALIZE_EPS = 1e-12f;
#endif
bool float3::IsInBounds() const
{
return ((x >= 0.0f && x <= maxxpos) && (z >= 0.0f && z <= maxzpos));
}
/**
* @return whether or not it's in bounds
*
* Tests whether this vector is in the
* bounds of the maximum x and z positions.
*/
bool float3::CheckInBounds()
{
bool in = true;
if (x < 1.0f) {
x = 1.0f;
in = false;
}
if (z < 1.0f) {
z = 1.0f;
in = false;
}
if (x > maxxpos) {
x = maxxpos;
in = false;
}
if (z > maxzpos) {
z = maxzpos;
in = false;
}
return in;
}
SAIFloat3 float3::toSAIFloat3() const {
SAIFloat3 sAIFloat3;
sAIFloat3.x = x;
sAIFloat3.y = y;
sAIFloat3.z = z;
return sAIFloat3;
}
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