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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
- */
- #include "math/Vec3.h"
- #include "math/Mat4.h"
- NS_CC_MATH_BEGIN
- inline bool Vec3::isZero() const
- {
- return x == 0.0f && y == 0.0f && z == 0.0f;
- }
- inline bool Vec3::isOne() const
- {
- return x == 1.0f && y == 1.0f && z == 1.0f;
- }
- inline void Vec3::add(const Vec3& v)
- {
- x += v.x;
- y += v.y;
- z += v.z;
- }
- inline void Vec3::add(float xx, float yy, float zz)
- {
- x += xx;
- y += yy;
- z += zz;
- }
- inline float Vec3::length() const
- {
- return std::sqrt(x * x + y * y + z * z);
- }
- inline float Vec3::lengthSquared() const
- {
- return (x * x + y * y + z * z);
- }
- inline void Vec3::negate()
- {
- x = -x;
- y = -y;
- z = -z;
- }
- inline void Vec3::scale(float scalar)
- {
- x *= scalar;
- y *= scalar;
- z *= scalar;
- }
- inline Vec3 Vec3::lerp(const Vec3 &target, float alpha) const
- {
- return *this * (1.f - alpha) + target * alpha;
- }
- inline void Vec3::set(float xx, float yy, float zz)
- {
- this->x = xx;
- this->y = yy;
- this->z = zz;
- }
- inline void Vec3::set(const float* array)
- {
- GP_ASSERT(array);
- x = array[0];
- y = array[1];
- z = array[2];
- }
- inline void Vec3::set(const Vec3& v)
- {
- this->x = v.x;
- this->y = v.y;
- this->z = v.z;
- }
- inline void Vec3::set(const Vec3& p1, const Vec3& p2)
- {
- x = p2.x - p1.x;
- y = p2.y - p1.y;
- z = p2.z - p1.z;
- }
- inline void Vec3::setZero()
- {
- x = y = z = 0.0f;
- }
- inline void Vec3::subtract(const Vec3& v)
- {
- x -= v.x;
- y -= v.y;
- z -= v.z;
- }
- inline Vec3 Vec3::operator+(const Vec3& v) const
- {
- Vec3 result(*this);
- result.add(v);
- return result;
- }
- inline Vec3& Vec3::operator+=(const Vec3& v)
- {
- add(v);
- return *this;
- }
- inline Vec3 Vec3::operator-(const Vec3& v) const
- {
- Vec3 result(*this);
- result.subtract(v);
- return result;
- }
- inline Vec3& Vec3::operator-=(const Vec3& v)
- {
- subtract(v);
- return *this;
- }
- inline Vec3 Vec3::operator-() const
- {
- Vec3 result(*this);
- result.negate();
- return result;
- }
- inline Vec3 Vec3::operator*(float s) const
- {
- Vec3 result(*this);
- result.scale(s);
- return result;
- }
- inline Vec3& Vec3::operator*=(float s)
- {
- scale(s);
- return *this;
- }
- inline Vec3 Vec3::operator/(const float s) const
- {
- return Vec3(this->x / s, this->y / s, this->z / s);
- }
- inline bool Vec3::operator==(const Vec3& v) const
- {
- return x==v.x && y==v.y && z==v.z;
- }
- inline bool Vec3::operator!=(const Vec3& v) const
- {
- return x!=v.x || y!=v.y || z!=v.z;
- }
- inline Vec3 operator*(float x, const Vec3& v)
- {
- Vec3 result(v);
- result.scale(x);
- return result;
- }
- NS_CC_MATH_END
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