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- /**
- Copyright 2013 BlackBerry Inc.
- Copyright (c) 2014-2017 Chukong Technologies
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #ifndef MATHUTIL_H_
- #define MATHUTIL_H_
- #ifdef __SSE__
- #include <xmmintrin.h>
- #endif
- #include "math/CCMathBase.h"
- /**
- * @addtogroup base
- * @{
- */
- NS_CC_MATH_BEGIN
- /**
- * Defines a math utility class.
- *
- * This is primarily used for optimized internal math operations.
- */
- class CC_DLL MathUtil
- {
- friend class Mat4;
- friend class Vec3;
- public:
- /**
- * Updates the given scalar towards the given target using a smoothing function.
- * The given response time determines the amount of smoothing (lag). A longer
- * response time yields a smoother result and more lag. To force the scalar to
- * follow the target closely, provide a response time that is very small relative
- * to the given elapsed time.
- *
- * @param x the scalar to update.
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param responseTime response time (in the same units as elapsedTime).
- */
- static void smooth(float* x, float target, float elapsedTime, float responseTime);
- /**
- * Updates the given scalar towards the given target using a smoothing function.
- * The given rise and fall times determine the amount of smoothing (lag). Longer
- * rise and fall times yield a smoother result and more lag. To force the scalar to
- * follow the target closely, provide rise and fall times that are very small relative
- * to the given elapsed time.
- *
- * @param x the scalar to update.
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param riseTime response time for rising slope (in the same units as elapsedTime).
- * @param fallTime response time for falling slope (in the same units as elapsedTime).
- */
- static void smooth(float* x, float target, float elapsedTime, float riseTime, float fallTime);
-
- /**
- * Linearly interpolates between from value to to value by alpha which is in
- * the range [0,1]
- *
- * @param from the from value.
- * @param to the to value.
- * @param alpha the alpha value between [0,1]
- *
- * @return interpolated float value
- */
- static float lerp(float from, float to, float alpha);
- private:
- //Indicates that if neon is enabled
- static bool isNeon32Enabled();
- static bool isNeon64Enabled();
- private:
- #ifdef __SSE__
- static void addMatrix(const __m128 m[4], float scalar, __m128 dst[4]);
-
- static void addMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
-
- static void subtractMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
-
- static void multiplyMatrix(const __m128 m[4], float scalar, __m128 dst[4]);
-
- static void multiplyMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
-
- static void negateMatrix(const __m128 m[4], __m128 dst[4]);
-
- static void transposeMatrix(const __m128 m[4], __m128 dst[4]);
-
- static void transformVec4(const __m128 m[4], const __m128& v, __m128& dst);
- #endif
- static void addMatrix(const float* m, float scalar, float* dst);
- static void addMatrix(const float* m1, const float* m2, float* dst);
- static void subtractMatrix(const float* m1, const float* m2, float* dst);
- static void multiplyMatrix(const float* m, float scalar, float* dst);
- static void multiplyMatrix(const float* m1, const float* m2, float* dst);
- static void negateMatrix(const float* m, float* dst);
- static void transposeMatrix(const float* m, float* dst);
- static void transformVec4(const float* m, float x, float y, float z, float w, float* dst);
- static void transformVec4(const float* m, const float* v, float* dst);
- static void crossVec3(const float* v1, const float* v2, float* dst);
- };
- NS_CC_MATH_END
- /**
- end of base group
- @}
- */
- #define MATRIX_SIZE ( sizeof(float) * 16)
- #endif
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