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Copyright (C) 2009 Sony Computer Entertainment Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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namespace Vectormath {
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//--------------------------------------------------------------------------------------------------
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// Default constructor; does no initialization
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inline boolInVec( ) { };
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// Construct from a value converted from float
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inline boolInVec(floatInVec vec);
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// Explicit cast from bool
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explicit inline boolInVec(bool scalar);
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// Explicit cast to bool
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inline bool getAsBool() const;
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#ifndef _VECTORMATH_NO_SCALAR_CAST
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// Implicit cast to bool
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inline operator bool() const;
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// Boolean negation operator
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inline const boolInVec operator ! () const;
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// Assignment operator
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inline boolInVec& operator = (boolInVec vec);
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// Boolean and assignment operator
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inline boolInVec& operator &= (boolInVec vec);
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// Boolean exclusive or assignment operator
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inline boolInVec& operator ^= (boolInVec vec);
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// Boolean or assignment operator
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inline boolInVec& operator |= (boolInVec vec);
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inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
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// Exclusive or operator
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inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
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// Conditionally select between two values
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inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
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} // namespace Vectormath
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//--------------------------------------------------------------------------------------------------
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// boolInVec implementation
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#include "floatInVec.h"
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namespace Vectormath {
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boolInVec::boolInVec(floatInVec vec)
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*this = (vec != floatInVec(0.0f));
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boolInVec::boolInVec(bool scalar)
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mData = -(int)scalar;
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boolInVec::getAsBool() const
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#ifndef _VECTORMATH_NO_SCALAR_CAST
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boolInVec::operator bool() const
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boolInVec::operator ! () const
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return boolInVec(!mData);
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boolInVec::operator = (boolInVec vec)
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boolInVec::operator &= (boolInVec vec)
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boolInVec::operator ^= (boolInVec vec)
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boolInVec::operator |= (boolInVec vec)
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operator == (boolInVec vec0, boolInVec vec1)
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return boolInVec(vec0.getAsBool() == vec1.getAsBool());
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operator != (boolInVec vec0, boolInVec vec1)
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return !(vec0 == vec1);
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operator & (boolInVec vec0, boolInVec vec1)
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return boolInVec(vec0.getAsBool() & vec1.getAsBool());
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operator | (boolInVec vec0, boolInVec vec1)
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return boolInVec(vec0.getAsBool() | vec1.getAsBool());
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operator ^ (boolInVec vec0, boolInVec vec1)
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return boolInVec(vec0.getAsBool() ^ vec1.getAsBool());
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select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
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return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
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} // namespace Vectormath
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#endif // boolInVec_h