axmol/cocos/math/Vector4.cpp

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#include "Vector4.h"
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#include "MathUtil.h"
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#include "ccMacros.h"
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NS_CC_MATH_BEGIN
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Vector4::Vector4()
: x(0.0f), y(0.0f), z(0.0f), w(0.0f)
{
}
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Vector4::Vector4(float xx, float yy, float zz, float ww)
: x(xx), y(yy), z(zz), w(ww)
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{
}
Vector4::Vector4(const float* src)
{
set(src);
}
Vector4::Vector4(const Vector4& p1, const Vector4& p2)
{
set(p1, p2);
}
Vector4::Vector4(const Vector4& copy)
{
set(copy);
}
Vector4 Vector4::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;
}
Vector4 value(components);
return value;
}
Vector4::~Vector4()
{
}
const Vector4& Vector4::zero()
{
static Vector4 value(0.0f, 0.0f, 0.0f, 0.0f);
return value;
}
const Vector4& Vector4::one()
{
static Vector4 value(1.0f, 1.0f, 1.0f, 1.0f);
return value;
}
const Vector4& Vector4::unitX()
{
static Vector4 value(1.0f, 0.0f, 0.0f, 0.0f);
return value;
}
const Vector4& Vector4::unitY()
{
static Vector4 value(0.0f, 1.0f, 0.0f, 0.0f);
return value;
}
const Vector4& Vector4::unitZ()
{
static Vector4 value(0.0f, 0.0f, 1.0f, 0.0f);
return value;
}
const Vector4& Vector4::unitW()
{
static Vector4 value(0.0f, 0.0f, 0.0f, 1.0f);
return value;
}
bool Vector4::isZero() const
{
return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
}
bool Vector4::isOne() const
{
return x == 1.0f && y == 1.0f && z == 1.0f && w == 1.0f;
}
float Vector4::angle(const Vector4& v1, const Vector4& 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 atan2f(sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
}
void Vector4::add(const Vector4& v)
{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
}
void Vector4::add(const Vector4& v1, const Vector4& v2, Vector4* 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 Vector4::clamp(const Vector4& min, const Vector4& 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 Vector4::clamp(const Vector4& v, const Vector4& min, const Vector4& max, Vector4* 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 Vector4::distance(const Vector4& v) const
{
float dx = v.x - x;
float dy = v.y - y;
float dz = v.z - z;
float dw = v.w - w;
return sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
}
float Vector4::distanceSquared(const Vector4& 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 Vector4::dot(const Vector4& v) const
{
return (x * v.x + y * v.y + z * v.z + w * v.w);
}
float Vector4::dot(const Vector4& v1, const Vector4& v2)
{
return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w);
}
float Vector4::length() const
{
return sqrt(x * x + y * y + z * z + w * w);
}
float Vector4::lengthSquared() const
{
return (x * x + y * y + z * z + w * w);
}
void Vector4::negate()
{
x = -x;
y = -y;
z = -z;
w = -w;
}
Vector4& Vector4::normalize()
{
normalize(this);
return *this;
}
void Vector4::normalize(Vector4* dst) const
{
GP_ASSERT(dst);
if (dst != this)
{
dst->x = x;
dst->y = y;
dst->z = z;
dst->w = w;
}
float n = x * x + y * y + z * z + w * w;
// Already normalized.
if (n == 1.0f)
return;
n = sqrt(n);
// Too close to zero.
if (n < MATH_TOLERANCE)
return;
n = 1.0f / n;
dst->x *= n;
dst->y *= n;
dst->z *= n;
dst->w *= n;
}
void Vector4::scale(float scalar)
{
x *= scalar;
y *= scalar;
z *= scalar;
w *= scalar;
}
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void Vector4::set(float xx, float yy, float zz, float ww)
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{
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this->x = xx;
this->y = yy;
this->z = zz;
this->w = ww;
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}
void Vector4::set(const float* array)
{
GP_ASSERT(array);
x = array[0];
y = array[1];
z = array[2];
w = array[3];
}
void Vector4::set(const Vector4& v)
{
this->x = v.x;
this->y = v.y;
this->z = v.z;
this->w = v.w;
}
void Vector4::set(const Vector4& p1, const Vector4& p2)
{
x = p2.x - p1.x;
y = p2.y - p1.y;
z = p2.z - p1.z;
w = p2.w - p1.w;
}
void Vector4::subtract(const Vector4& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
}
void Vector4::subtract(const Vector4& v1, const Vector4& v2, Vector4* 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;
}
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NS_CC_MATH_END