#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 NormalizedShort2 : IPackedVector, IEquatable { #region Public Properties [CLSCompliant(false)] public uint PackedValue { get { return packedValue; } set { packedValue = value; } } #endregion #region Private Variables private uint packedValue; #endregion #region Public Constructors public NormalizedShort2(Vector2 vector) { packedValue = Pack(vector.X, vector.Y); } public NormalizedShort2(float x, float y) { packedValue = Pack(x, y); } #endregion #region Public Methods public Vector2 ToVector2() { const float maxVal = 0x7FFF; return new Vector2( ((short) (packedValue & 0xFFFF)) / maxVal, ((short) (packedValue >> 0x10)) / maxVal );; } #endregion #region IPackedVector Methods void IPackedVector.PackFromVector4(Vector4 vector) { packedValue = Pack(vector.X, vector.Y); } Vector4 IPackedVector.ToVector4() { const float maxVal = 0x7FFF; return new Vector4( ((short) ((packedValue >> 0x00) & 0xFFFF)) / maxVal, ((short) ((packedValue >> 0x10) & 0xFFFF)) / maxVal, 0, 1 ); } #endregion #region Public Static Operators and Override Methods public static bool operator !=(NormalizedShort2 a, NormalizedShort2 b) { return !a.Equals(b); } public static bool operator ==(NormalizedShort2 a, NormalizedShort2 b) { return a.Equals(b); } public override bool Equals(object obj) { return (obj is NormalizedShort2) && Equals((NormalizedShort2) obj); } public bool Equals(NormalizedShort2 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 uint Pack(float vectorX, float vectorY) { const float maxPos = 0x7FFF; const float minNeg = -maxPos; // Round rather than truncate return ( ((uint) ((int) MathHelper.Clamp((float) Math.Round(vectorX * maxPos), minNeg, maxPos) & 0xFFFF)) | ((uint) (((int) MathHelper.Clamp((float) Math.Round(vectorY * maxPos), minNeg, maxPos) & 0xFFFF) << 0x10)) ); } #endregion } }