2019-11-23 20:27:39 +08:00
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/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#include "math/Vec4.h"
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#include <cmath>
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#include "math/MathUtil.h"
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2023-06-11 13:08:08 +08:00
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#include "base/Macros.h"
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2019-11-23 20:27:39 +08:00
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2022-07-11 17:50:21 +08:00
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NS_AX_MATH_BEGIN
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2019-11-23 20:27:39 +08:00
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2021-12-25 10:04:45 +08:00
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Vec4::Vec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {}
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Vec4::Vec4(float xx, float yy, float zz, float ww) : x(xx), y(yy), z(zz), w(ww) {}
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Vec4::Vec4(const float* src)
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{
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set(src);
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}
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Vec4::Vec4(const Vec4& p1, const Vec4& p2)
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{
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set(p1, p2);
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}
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Vec4::Vec4(const Vec4& copy)
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{
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set(copy);
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}
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Vec4 Vec4::fromColor(unsigned int color)
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{
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float components[4];
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int componentIndex = 0;
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for (int i = 3; i >= 0; --i)
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{
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int component = (color >> i * 8) & 0x000000ff;
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components[componentIndex++] = static_cast<float>(component) / 255.0f;
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}
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Vec4 value(components);
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return value;
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}
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Vec4::~Vec4() {}
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bool Vec4::isZero() const
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{
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return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
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}
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bool Vec4::isOne() const
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{
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return x == 1.0f && y == 1.0f && z == 1.0f && w == 1.0f;
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}
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float Vec4::angle(const Vec4& v1, const Vec4& v2)
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{
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float dx = v1.w * v2.x - v1.x * v2.w - v1.y * v2.z + v1.z * v2.y;
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float dy = v1.w * v2.y - v1.y * v2.w - v1.z * v2.x + v1.x * v2.z;
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float dz = v1.w * v2.z - v1.z * v2.w - v1.x * v2.y + v1.y * v2.x;
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return std::atan2(std::sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
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}
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void Vec4::add(const Vec4& v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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}
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void Vec4::add(const Vec4& v1, const Vec4& v2, Vec4* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x + v2.x;
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dst->y = v1.y + v2.y;
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dst->z = v1.z + v2.z;
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dst->w = v1.w + v2.w;
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}
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void Vec4::clamp(const Vec4& min, const Vec4& max)
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{
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GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
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// Clamp the x value.
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if (x < min.x)
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x = min.x;
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if (x > max.x)
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x = max.x;
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// Clamp the y value.
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if (y < min.y)
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y = min.y;
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if (y > max.y)
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y = max.y;
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// Clamp the z value.
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if (z < min.z)
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z = min.z;
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if (z > max.z)
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z = max.z;
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// Clamp the z value.
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if (w < min.w)
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w = min.w;
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if (w > max.w)
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w = max.w;
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}
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void Vec4::clamp(const Vec4& v, const Vec4& min, const Vec4& max, Vec4* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
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// Clamp the x value.
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dst->x = v.x;
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if (dst->x < min.x)
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dst->x = min.x;
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if (dst->x > max.x)
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dst->x = max.x;
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// Clamp the y value.
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dst->y = v.y;
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if (dst->y < min.y)
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dst->y = min.y;
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if (dst->y > max.y)
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dst->y = max.y;
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// Clamp the z value.
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dst->z = v.z;
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if (dst->z < min.z)
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dst->z = min.z;
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if (dst->z > max.z)
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dst->z = max.z;
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// Clamp the w value.
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dst->w = v.w;
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if (dst->w < min.w)
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dst->w = min.w;
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if (dst->w > max.w)
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dst->w = max.w;
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}
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float Vec4::distance(const Vec4& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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float dz = v.z - z;
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float dw = v.w - w;
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return std::sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
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}
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float Vec4::distanceSquared(const Vec4& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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float dz = v.z - z;
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float dw = v.w - w;
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return (dx * dx + dy * dy + dz * dz + dw * dw);
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}
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float Vec4::dot(const Vec4& v) const
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{
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return (x * v.x + y * v.y + z * v.z + w * v.w);
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}
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float Vec4::dot(const Vec4& v1, const Vec4& v2)
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{
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return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w);
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}
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float Vec4::length() const
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{
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return std::sqrt(x * x + y * y + z * z + w * w);
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}
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float Vec4::lengthSquared() const
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{
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return (x * x + y * y + z * z + w * w);
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}
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void Vec4::negate()
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{
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x = -x;
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y = -y;
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z = -z;
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w = -w;
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}
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void Vec4::normalize()
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{
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float n = x * x + y * y + z * z + w * w;
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// Already normalized.
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if (n == 1.0f)
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return;
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n = std::sqrt(n);
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// Too close to zero.
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if (n < MATH_TOLERANCE)
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return;
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2019-11-23 20:27:39 +08:00
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n = 1.0f / n;
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x *= n;
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y *= n;
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z *= n;
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w *= n;
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}
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Vec4 Vec4::getNormalized() const
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{
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Vec4 v(*this);
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v.normalize();
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return v;
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}
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void Vec4::scale(float scalar)
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{
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x *= scalar;
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y *= scalar;
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z *= scalar;
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w *= scalar;
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}
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void Vec4::set(float xx, float yy, float zz, float ww)
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{
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this->x = xx;
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this->y = yy;
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this->z = zz;
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this->w = ww;
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}
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void Vec4::set(const float* array)
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{
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GP_ASSERT(array);
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x = array[0];
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y = array[1];
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z = array[2];
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w = array[3];
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}
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void Vec4::set(const Vec4& v)
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{
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this->x = v.x;
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this->y = v.y;
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this->z = v.z;
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this->w = v.w;
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}
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void Vec4::set(const Vec4& p1, const Vec4& p2)
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{
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x = p2.x - p1.x;
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y = p2.y - p1.y;
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z = p2.z - p1.z;
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w = p2.w - p1.w;
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}
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void Vec4::subtract(const Vec4& v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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}
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void Vec4::subtract(const Vec4& v1, const Vec4& v2, Vec4* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x - v2.x;
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dst->y = v1.y - v2.y;
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dst->z = v1.z - v2.z;
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dst->w = v1.w - v2.w;
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}
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const Vec4 Vec4::ZERO = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
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const Vec4 Vec4::ONE = Vec4(1.0f, 1.0f, 1.0f, 1.0f);
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const Vec4 Vec4::UNIT_X = Vec4(1.0f, 0.0f, 0.0f, 0.0f);
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const Vec4 Vec4::UNIT_Y = Vec4(0.0f, 1.0f, 0.0f, 0.0f);
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const Vec4 Vec4::UNIT_Z = Vec4(0.0f, 0.0f, 1.0f, 0.0f);
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const Vec4 Vec4::UNIT_W = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
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2022-07-11 17:50:21 +08:00
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NS_AX_MATH_END
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