#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics.PackedVector { public struct NormalizedShort4 : IPackedVector, IEquatable { #region Public Properties [CLSCompliant(false)] public ulong PackedValue { get { return packedValue; } set { packedValue = value; } } #endregion #region Private Variables private ulong packedValue; #endregion #region Public Constructors public NormalizedShort4(Vector4 vector) { packedValue = Pack(vector.X, vector.Y, vector.Z, vector.W); } public NormalizedShort4(float x, float y, float z, float w) { packedValue = Pack(x, y, z, w); } #endregion #region Public Methods public Vector4 ToVector4() { const float maxVal = 0x7FFF; return new Vector4( ((short) ((packedValue >> 0x00) & 0xFFFF)) / maxVal, ((short) ((packedValue >> 0x10) & 0xFFFF)) / maxVal, ((short) ((packedValue >> 0x20) & 0xFFFF)) / maxVal, ((short) ((packedValue >> 0x30) & 0xFFFF)) / maxVal ); } #endregion #region IPackedVector Methods void IPackedVector.PackFromVector4(Vector4 vector) { packedValue = Pack(vector.X, vector.Y, vector.Z, vector.W); } #endregion #region Public Static Operators and Override Methods public static bool operator !=(NormalizedShort4 a, NormalizedShort4 b) { return !a.Equals(b); } public static bool operator ==(NormalizedShort4 a, NormalizedShort4 b) { return a.Equals(b); } public override bool Equals(object obj) { return (obj is NormalizedShort4) && Equals((NormalizedShort4) obj); } public bool Equals(NormalizedShort4 other) { return packedValue.Equals(other.packedValue); } public override int GetHashCode() { return packedValue.GetHashCode(); } public override string ToString() { return packedValue.ToString("X"); } #endregion #region Private Static Pack Method private static ulong Pack(float vectorX, float vectorY, float vectorZ, float vectorW) { const float maxPos = 0x7FFF; const float minNeg = -maxPos; return ( (((ulong) MathHelper.Clamp((float) Math.Round(vectorX * maxPos), minNeg, maxPos) & 0xFFFF) << 0x00) | (((ulong) MathHelper.Clamp((float) Math.Round(vectorY * maxPos), minNeg, maxPos) & 0xFFFF) << 0x10) | (((ulong) MathHelper.Clamp((float) Math.Round(vectorZ * maxPos), minNeg, maxPos) & 0xFFFF) << 0x20) | (((ulong) MathHelper.Clamp((float) Math.Round(vectorW * maxPos), minNeg, maxPos) & 0xFFFF) << 0x30) ); } #endregion } }