#region License
/* MoonWorks - Game Development Framework
* Copyright 2021 Evan Hemsley
*/
/* Derived from code by Ethan Lee (Copyright 2009-2021).
* Released under the Microsoft Public License.
* See fna.LICENSE for details.
* Derived from code by the Mono.Xna Team (Copyright 2006).
* Released under the MIT License. See monoxna.LICENSE for details.
*/
#endregion
#region Using Statements
using System;
using System.Numerics;
#endregion
namespace Nerfed.Runtime.Graphics.PackedVector;
///
/// Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255.
///
public struct Byte4 : IPackedVector, IEquatable, IPackedVector
{
#region Public Properties
///
/// Directly gets or sets the packed representation of the value.
///
/// The packed representation of the value.
public uint PackedValue
{
get
{
return packedValue;
}
set
{
packedValue = value;
}
}
#endregion
#region Private Variables
private uint packedValue;
#endregion
#region Public Constructors
///
/// Initializes a new instance of the Byte4 class.
///
///
/// A vector containing the initial values for the components of the Byte4 structure.
///
public Byte4(Vector4 vector)
{
packedValue = Pack(vector.X, vector.Y, vector.Z, vector.W);
}
///
/// Initializes a new instance of the Byte4 class.
///
/// Initial value for the x component.
/// Initial value for the y component.
/// Initial value for the z component.
/// Initial value for the w component.
public Byte4(float x, float y, float z, float w)
{
packedValue = Pack(x, y, z, w);
}
#endregion
#region Public Methods
///
/// Expands the packed representation into a Vector4.
///
/// The expanded vector.
public Vector4 ToVector4()
{
return new Vector4(
(packedValue & 0xFF),
((packedValue >> 8) & 0xFF),
((packedValue >> 16) & 0xFF),
(packedValue >> 24)
);
}
#endregion
#region IPackedVector Methods
///
/// Sets the packed representation from a Vector4.
///
/// The vector to create the packed representation from.
void IPackedVector.PackFromVector4(Vector4 vector)
{
packedValue = Pack(vector.X, vector.Y, vector.Z, vector.W);
}
#endregion
#region Public Static Operators and Override Methods
///
/// Compares the current instance of a class to another instance to determine
/// whether they are different.
///
/// The object to the left of the equality operator.
/// The object to the right of the equality operator.
/// True if the objects are different; false otherwise.
public static bool operator !=(Byte4 a, Byte4 b)
{
return a.packedValue != b.packedValue;
}
///
/// Compares the current instance of a class to another instance to determine
/// whether they are the same.
///
/// The object to the left of the equality operator.
/// The object to the right of the equality operator.
/// True if the objects are the same; false otherwise.
public static bool operator ==(Byte4 a, Byte4 b)
{
return a.packedValue == b.packedValue;
}
///
/// Returns a value that indicates whether the current instance is equal to a
/// specified object.
///
/// The object with which to make the comparison.
///
/// True if the current instance is equal to the specified object; false otherwise.
///
public override bool Equals(object obj)
{
return (obj is Byte4) && Equals((Byte4) obj);
}
///
/// Returns a value that indicates whether the current instance is equal to a
/// specified object.
///
/// The object with which to make the comparison.
///
/// True if the current instance is equal to the specified object; false otherwise.
///
public bool Equals(Byte4 other)
{
return this == other;
}
///
/// Gets the hash code for the current instance.
///
/// Hash code for the instance.
public override int GetHashCode()
{
return packedValue.GetHashCode();
}
///
/// Returns a string representation of the current instance.
///
/// String that represents the object.
public override string ToString()
{
return packedValue.ToString("X");
}
#endregion
#region Private Static Pack Method
///
/// Packs a vector into a uint.
///
/// The vector containing the values to pack.
/// The ulong containing the packed values.
static uint Pack(float x, float y, float z, float w)
{
return (uint) (
((uint) System.Math.Round(Math.Clamp(x, 0, 255))) |
((uint) System.Math.Round(Math.Clamp(y, 0, 255)) << 8) |
((uint) System.Math.Round(Math.Clamp(z, 0, 255)) << 16) |
((uint) System.Math.Round(Math.Clamp(w, 0, 255)) << 24)
);
}
#endregion
}