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- /**
- Copyright 2013 BlackBerry Inc.
- 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
- */
- #include "math/Vec4.h"
- #include <cmath>
- #include "math/MathUtil.h"
- #include "base/ccMacros.h"
- NS_CC_MATH_BEGIN
- Vec4::Vec4()
- : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
- {
- }
- Vec4::Vec4(float xx, float yy, float zz, float ww)
- : x(xx), y(yy), z(zz), w(ww)
- {
- }
- Vec4::Vec4(const float* src)
- {
- set(src);
- }
- Vec4::Vec4(const Vec4& p1, const Vec4& p2)
- {
- set(p1, p2);
- }
- Vec4::Vec4(const Vec4& copy)
- {
- set(copy);
- }
- Vec4 Vec4::fromColor(unsigned int color)
- {
- float components[4];
- int componentIndex = 0;
- for (int i = 3; i >= 0; --i)
- {
- int component = (color >> i*8) & 0x000000ff;
- components[componentIndex++] = static_cast<float>(component) / 255.0f;
- }
- Vec4 value(components);
- return value;
- }
- Vec4::~Vec4()
- {
- }
- bool Vec4::isZero() const
- {
- return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
- }
- bool Vec4::isOne() const
- {
- return x == 1.0f && y == 1.0f && z == 1.0f && w == 1.0f;
- }
- float Vec4::angle(const Vec4& v1, const Vec4& v2)
- {
- float dx = v1.w * v2.x - v1.x * v2.w - v1.y * v2.z + v1.z * v2.y;
- float dy = v1.w * v2.y - v1.y * v2.w - v1.z * v2.x + v1.x * v2.z;
- float dz = v1.w * v2.z - v1.z * v2.w - v1.x * v2.y + v1.y * v2.x;
- return std::atan2(std::sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
- }
- void Vec4::add(const Vec4& v)
- {
- x += v.x;
- y += v.y;
- z += v.z;
- w += v.w;
- }
- void Vec4::add(const Vec4& v1, const Vec4& v2, Vec4* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x + v2.x;
- dst->y = v1.y + v2.y;
- dst->z = v1.z + v2.z;
- dst->w = v1.w + v2.w;
- }
- void Vec4::clamp(const Vec4& min, const Vec4& max)
- {
- GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
- // Clamp the x value.
- if (x < min.x)
- x = min.x;
- if (x > max.x)
- x = max.x;
- // Clamp the y value.
- if (y < min.y)
- y = min.y;
- if (y > max.y)
- y = max.y;
- // Clamp the z value.
- if (z < min.z)
- z = min.z;
- if (z > max.z)
- z = max.z;
- // Clamp the z value.
- if (w < min.w)
- w = min.w;
- if (w > max.w)
- w = max.w;
- }
- void Vec4::clamp(const Vec4& v, const Vec4& min, const Vec4& max, Vec4* dst)
- {
- GP_ASSERT(dst);
- GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
- // Clamp the x value.
- dst->x = v.x;
- if (dst->x < min.x)
- dst->x = min.x;
- if (dst->x > max.x)
- dst->x = max.x;
- // Clamp the y value.
- dst->y = v.y;
- if (dst->y < min.y)
- dst->y = min.y;
- if (dst->y > max.y)
- dst->y = max.y;
- // Clamp the z value.
- dst->z = v.z;
- if (dst->z < min.z)
- dst->z = min.z;
- if (dst->z > max.z)
- dst->z = max.z;
- // Clamp the w value.
- dst->w = v.w;
- if (dst->w < min.w)
- dst->w = min.w;
- if (dst->w > max.w)
- dst->w = max.w;
- }
- float Vec4::distance(const Vec4& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- float dw = v.w - w;
- return std::sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
- }
- float Vec4::distanceSquared(const Vec4& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- float dw = v.w - w;
- return (dx * dx + dy * dy + dz * dz + dw * dw);
- }
- float Vec4::dot(const Vec4& v) const
- {
- return (x * v.x + y * v.y + z * v.z + w * v.w);
- }
- float Vec4::dot(const Vec4& v1, const Vec4& v2)
- {
- return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w);
- }
- float Vec4::length() const
- {
- return std::sqrt(x * x + y * y + z * z + w * w);
- }
- float Vec4::lengthSquared() const
- {
- return (x * x + y * y + z * z + w * w);
- }
- void Vec4::negate()
- {
- x = -x;
- y = -y;
- z = -z;
- w = -w;
- }
- void Vec4::normalize()
- {
- float n = x * x + y * y + z * z + w * w;
- // Already normalized.
- if (n == 1.0f)
- return;
-
- n = std::sqrt(n);
- // Too close to zero.
- if (n < MATH_TOLERANCE)
- return;
-
- n = 1.0f / n;
- x *= n;
- y *= n;
- z *= n;
- w *= n;
- }
- Vec4 Vec4::getNormalized() const
- {
- Vec4 v(*this);
- v.normalize();
- return v;
- }
- void Vec4::scale(float scalar)
- {
- x *= scalar;
- y *= scalar;
- z *= scalar;
- w *= scalar;
- }
- void Vec4::set(float xx, float yy, float zz, float ww)
- {
- this->x = xx;
- this->y = yy;
- this->z = zz;
- this->w = ww;
- }
- void Vec4::set(const float* array)
- {
- GP_ASSERT(array);
- x = array[0];
- y = array[1];
- z = array[2];
- w = array[3];
- }
- void Vec4::set(const Vec4& v)
- {
- this->x = v.x;
- this->y = v.y;
- this->z = v.z;
- this->w = v.w;
- }
- void Vec4::set(const Vec4& p1, const Vec4& p2)
- {
- x = p2.x - p1.x;
- y = p2.y - p1.y;
- z = p2.z - p1.z;
- w = p2.w - p1.w;
- }
- void Vec4::subtract(const Vec4& v)
- {
- x -= v.x;
- y -= v.y;
- z -= v.z;
- w -= v.w;
- }
- void Vec4::subtract(const Vec4& v1, const Vec4& v2, Vec4* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x - v2.x;
- dst->y = v1.y - v2.y;
- dst->z = v1.z - v2.z;
- dst->w = v1.w - v2.w;
- }
- const Vec4 Vec4::ZERO = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
- const Vec4 Vec4::ONE = Vec4(1.0f, 1.0f, 1.0f, 1.0f);
- const Vec4 Vec4::UNIT_X = Vec4(1.0f, 0.0f, 0.0f, 0.0f);
- const Vec4 Vec4::UNIT_Y = Vec4(0.0f, 1.0f, 0.0f, 0.0f);
- const Vec4 Vec4::UNIT_Z = Vec4(0.0f, 0.0f, 1.0f, 0.0f);
- const Vec4 Vec4::UNIT_W = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
- NS_CC_MATH_END
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