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- /**
- Copyright 2013 BlackBerry Inc.
- 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
- */
- NS_CC_MATH_BEGIN
- class MathUtilC
- {
- public:
- inline static void addMatrix(const float* m, float scalar, float* dst);
-
- inline static void addMatrix(const float* m1, const float* m2, float* dst);
-
- inline static void subtractMatrix(const float* m1, const float* m2, float* dst);
-
- inline static void multiplyMatrix(const float* m, float scalar, float* dst);
-
- inline static void multiplyMatrix(const float* m1, const float* m2, float* dst);
-
- inline static void negateMatrix(const float* m, float* dst);
-
- inline static void transposeMatrix(const float* m, float* dst);
-
- inline static void transformVec4(const float* m, float x, float y, float z, float w, float* dst);
-
- inline static void transformVec4(const float* m, const float* v, float* dst);
-
- inline static void crossVec3(const float* v1, const float* v2, float* dst);
- };
- inline void MathUtilC::addMatrix(const float* m, float scalar, float* dst)
- {
- dst[0] = m[0] + scalar;
- dst[1] = m[1] + scalar;
- dst[2] = m[2] + scalar;
- dst[3] = m[3] + scalar;
- dst[4] = m[4] + scalar;
- dst[5] = m[5] + scalar;
- dst[6] = m[6] + scalar;
- dst[7] = m[7] + scalar;
- dst[8] = m[8] + scalar;
- dst[9] = m[9] + scalar;
- dst[10] = m[10] + scalar;
- dst[11] = m[11] + scalar;
- dst[12] = m[12] + scalar;
- dst[13] = m[13] + scalar;
- dst[14] = m[14] + scalar;
- dst[15] = m[15] + scalar;
- }
- inline void MathUtilC::addMatrix(const float* m1, const float* m2, float* dst)
- {
- dst[0] = m1[0] + m2[0];
- dst[1] = m1[1] + m2[1];
- dst[2] = m1[2] + m2[2];
- dst[3] = m1[3] + m2[3];
- dst[4] = m1[4] + m2[4];
- dst[5] = m1[5] + m2[5];
- dst[6] = m1[6] + m2[6];
- dst[7] = m1[7] + m2[7];
- dst[8] = m1[8] + m2[8];
- dst[9] = m1[9] + m2[9];
- dst[10] = m1[10] + m2[10];
- dst[11] = m1[11] + m2[11];
- dst[12] = m1[12] + m2[12];
- dst[13] = m1[13] + m2[13];
- dst[14] = m1[14] + m2[14];
- dst[15] = m1[15] + m2[15];
- }
- inline void MathUtilC::subtractMatrix(const float* m1, const float* m2, float* dst)
- {
- dst[0] = m1[0] - m2[0];
- dst[1] = m1[1] - m2[1];
- dst[2] = m1[2] - m2[2];
- dst[3] = m1[3] - m2[3];
- dst[4] = m1[4] - m2[4];
- dst[5] = m1[5] - m2[5];
- dst[6] = m1[6] - m2[6];
- dst[7] = m1[7] - m2[7];
- dst[8] = m1[8] - m2[8];
- dst[9] = m1[9] - m2[9];
- dst[10] = m1[10] - m2[10];
- dst[11] = m1[11] - m2[11];
- dst[12] = m1[12] - m2[12];
- dst[13] = m1[13] - m2[13];
- dst[14] = m1[14] - m2[14];
- dst[15] = m1[15] - m2[15];
- }
- inline void MathUtilC::multiplyMatrix(const float* m, float scalar, float* dst)
- {
- dst[0] = m[0] * scalar;
- dst[1] = m[1] * scalar;
- dst[2] = m[2] * scalar;
- dst[3] = m[3] * scalar;
- dst[4] = m[4] * scalar;
- dst[5] = m[5] * scalar;
- dst[6] = m[6] * scalar;
- dst[7] = m[7] * scalar;
- dst[8] = m[8] * scalar;
- dst[9] = m[9] * scalar;
- dst[10] = m[10] * scalar;
- dst[11] = m[11] * scalar;
- dst[12] = m[12] * scalar;
- dst[13] = m[13] * scalar;
- dst[14] = m[14] * scalar;
- dst[15] = m[15] * scalar;
- }
- inline void MathUtilC::multiplyMatrix(const float* m1, const float* m2, float* dst)
- {
- // Support the case where m1 or m2 is the same array as dst.
- float product[16];
-
- product[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[8] * m2[2] + m1[12] * m2[3];
- product[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[9] * m2[2] + m1[13] * m2[3];
- product[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[10] * m2[2] + m1[14] * m2[3];
- product[3] = m1[3] * m2[0] + m1[7] * m2[1] + m1[11] * m2[2] + m1[15] * m2[3];
-
- product[4] = m1[0] * m2[4] + m1[4] * m2[5] + m1[8] * m2[6] + m1[12] * m2[7];
- product[5] = m1[1] * m2[4] + m1[5] * m2[5] + m1[9] * m2[6] + m1[13] * m2[7];
- product[6] = m1[2] * m2[4] + m1[6] * m2[5] + m1[10] * m2[6] + m1[14] * m2[7];
- product[7] = m1[3] * m2[4] + m1[7] * m2[5] + m1[11] * m2[6] + m1[15] * m2[7];
-
- product[8] = m1[0] * m2[8] + m1[4] * m2[9] + m1[8] * m2[10] + m1[12] * m2[11];
- product[9] = m1[1] * m2[8] + m1[5] * m2[9] + m1[9] * m2[10] + m1[13] * m2[11];
- product[10] = m1[2] * m2[8] + m1[6] * m2[9] + m1[10] * m2[10] + m1[14] * m2[11];
- product[11] = m1[3] * m2[8] + m1[7] * m2[9] + m1[11] * m2[10] + m1[15] * m2[11];
-
- product[12] = m1[0] * m2[12] + m1[4] * m2[13] + m1[8] * m2[14] + m1[12] * m2[15];
- product[13] = m1[1] * m2[12] + m1[5] * m2[13] + m1[9] * m2[14] + m1[13] * m2[15];
- product[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15];
- product[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15];
-
- memcpy(dst, product, MATRIX_SIZE);
- }
- inline void MathUtilC::negateMatrix(const float* m, float* dst)
- {
- dst[0] = -m[0];
- dst[1] = -m[1];
- dst[2] = -m[2];
- dst[3] = -m[3];
- dst[4] = -m[4];
- dst[5] = -m[5];
- dst[6] = -m[6];
- dst[7] = -m[7];
- dst[8] = -m[8];
- dst[9] = -m[9];
- dst[10] = -m[10];
- dst[11] = -m[11];
- dst[12] = -m[12];
- dst[13] = -m[13];
- dst[14] = -m[14];
- dst[15] = -m[15];
- }
- inline void MathUtilC::transposeMatrix(const float* m, float* dst)
- {
- float t[16] = {
- m[0], m[4], m[8], m[12],
- m[1], m[5], m[9], m[13],
- m[2], m[6], m[10], m[14],
- m[3], m[7], m[11], m[15]
- };
- memcpy(dst, t, MATRIX_SIZE);
- }
- inline void MathUtilC::transformVec4(const float* m, float x, float y, float z, float w, float* dst)
- {
- dst[0] = x * m[0] + y * m[4] + z * m[8] + w * m[12];
- dst[1] = x * m[1] + y * m[5] + z * m[9] + w * m[13];
- dst[2] = x * m[2] + y * m[6] + z * m[10] + w * m[14];
- }
- inline void MathUtilC::transformVec4(const float* m, const float* v, float* dst)
- {
- // Handle case where v == dst.
- float x = v[0] * m[0] + v[1] * m[4] + v[2] * m[8] + v[3] * m[12];
- float y = v[0] * m[1] + v[1] * m[5] + v[2] * m[9] + v[3] * m[13];
- float z = v[0] * m[2] + v[1] * m[6] + v[2] * m[10] + v[3] * m[14];
- float w = v[0] * m[3] + v[1] * m[7] + v[2] * m[11] + v[3] * m[15];
-
- dst[0] = x;
- dst[1] = y;
- dst[2] = z;
- dst[3] = w;
- }
- inline void MathUtilC::crossVec3(const float* v1, const float* v2, float* dst)
- {
- float x = (v1[1] * v2[2]) - (v1[2] * v2[1]);
- float y = (v1[2] * v2[0]) - (v1[0] * v2[2]);
- float z = (v1[0] * v2[1]) - (v1[1] * v2[0]);
-
- dst[0] = x;
- dst[1] = y;
- dst[2] = z;
- }
- NS_CC_MATH_END
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