2014-04-30 08:50:12 +08:00
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/**
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Copyright 2013 BlackBerry Inc.
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2017-02-14 14:36:57 +08:00
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Copyright (c) 2014-2017 Chukong Technologies
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2014-04-30 08:50:12 +08:00
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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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2014-05-15 01:07:09 +08:00
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#ifndef MATH_VEC2_H
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#define MATH_VEC2_H
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2014-04-02 10:33:07 +08:00
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2014-05-15 01:07:09 +08:00
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#include <algorithm>
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#include <functional>
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2016-07-07 00:38:27 +08:00
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#include <cmath>
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2014-05-15 01:07:09 +08:00
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#include "math/CCMathBase.h"
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2014-04-02 12:09:51 +08:00
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2015-03-27 11:34:52 +08:00
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/**
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* @addtogroup base
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* @{
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*/
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2014-04-02 12:09:51 +08:00
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NS_CC_MATH_BEGIN
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2014-04-02 10:33:07 +08:00
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2014-04-15 11:58:08 +08:00
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/** Clamp a value between from and to.
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*/
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inline float clampf(float value, float min_inclusive, float max_inclusive)
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{
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if (min_inclusive > max_inclusive) {
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2014-05-15 01:07:09 +08:00
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std::swap(min_inclusive, max_inclusive);
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2014-04-15 11:58:08 +08:00
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}
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return value < min_inclusive ? min_inclusive : value < max_inclusive? value : max_inclusive;
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}
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2014-05-15 01:07:09 +08:00
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class Mat4;
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2014-04-02 10:33:07 +08:00
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/**
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* Defines a 2-element floating point vector.
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*/
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2014-07-11 10:19:49 +08:00
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class CC_DLL Vec2
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2014-04-02 10:33:07 +08:00
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{
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public:
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/**
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* The x coordinate.
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*/
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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float x = 0.f;
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2014-04-02 10:33:07 +08:00
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/**
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* The y coordinate.
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*/
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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float y = 0.f;
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2014-04-02 10:33:07 +08:00
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/**
|
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* Constructs a new vector initialized to all zeros.
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*/
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2014-05-15 01:07:09 +08:00
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Vec2();
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2014-04-02 10:33:07 +08:00
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/**
|
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* Constructs a new vector initialized to the specified values.
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*
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2014-04-16 10:27:17 +08:00
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* @param xx The x coordinate.
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* @param yy The y coordinate.
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2014-04-02 10:33:07 +08:00
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*/
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2014-05-15 01:07:09 +08:00
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Vec2(float xx, float yy);
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2014-04-02 10:33:07 +08:00
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/**
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* Constructs a new vector from the values in the specified array.
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*
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* @param array An array containing the elements of the vector in the order x, y.
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*/
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2014-05-15 01:07:09 +08:00
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Vec2(const float* array);
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2014-04-02 10:33:07 +08:00
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/**
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* Constructs a vector that describes the direction between the specified points.
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*
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* @param p1 The first point.
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* @param p2 The second point.
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*/
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2014-05-15 01:07:09 +08:00
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Vec2(const Vec2& p1, const Vec2& p2);
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2014-04-02 10:33:07 +08:00
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/**
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* Indicates whether this vector contains all zeros.
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*
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* @return true if this vector contains all zeros, false otherwise.
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*/
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2015-04-20 01:40:52 +08:00
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inline bool isZero() const;
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2014-04-02 10:33:07 +08:00
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/**
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* Indicates whether this vector contains all ones.
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*
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* @return true if this vector contains all ones, false otherwise.
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*/
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2015-04-20 01:40:52 +08:00
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inline bool isOne() const;
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2014-04-02 10:33:07 +08:00
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/**
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* Returns the angle (in radians) between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The angle between the two vectors (in radians).
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*/
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2014-05-15 01:07:09 +08:00
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static float angle(const Vec2& v1, const Vec2& v2);
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2014-04-02 10:33:07 +08:00
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/**
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* Adds the elements of the specified vector to this one.
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*
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* @param v The vector to add.
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*/
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2015-04-20 01:40:52 +08:00
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inline void add(const Vec2& v);
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2014-04-02 10:33:07 +08:00
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/**
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* Adds the specified vectors and stores the result in dst.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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* @param dst A vector to store the result in.
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*/
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2014-05-15 01:07:09 +08:00
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static void add(const Vec2& v1, const Vec2& v2, Vec2* dst);
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2014-04-02 10:33:07 +08:00
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/**
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* Clamps this vector within the specified range.
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*
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* @param min The minimum value.
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* @param max The maximum value.
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*/
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2014-05-15 01:07:09 +08:00
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void clamp(const Vec2& min, const Vec2& max);
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2014-04-02 10:33:07 +08:00
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/**
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* Clamps the specified vector within the specified range and returns it in dst.
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*
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* @param v The vector to clamp.
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* @param min The minimum value.
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* @param max The maximum value.
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* @param dst A vector to store the result in.
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*/
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2014-05-15 01:07:09 +08:00
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static void clamp(const Vec2& v, const Vec2& min, const Vec2& max, Vec2* dst);
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2014-04-02 10:33:07 +08:00
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/**
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* Returns the distance between this vector and v.
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*
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* @param v The other vector.
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*
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* @return The distance between this vector and v.
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*
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* @see distanceSquared
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*/
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2014-05-15 01:07:09 +08:00
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float distance(const Vec2& v) const;
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2014-04-02 10:33:07 +08:00
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/**
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* Returns the squared distance between this vector and v.
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*
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* When it is not necessary to get the exact distance between
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* two vectors (for example, when simply comparing the
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* distance between different vectors), it is advised to use
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* this method instead of distance.
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*
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* @param v The other vector.
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*
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* @return The squared distance between this vector and v.
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*
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* @see distance
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*/
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2015-04-20 01:40:52 +08:00
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inline float distanceSquared(const Vec2& v) const;
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2014-04-02 10:33:07 +08:00
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/**
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* Returns the dot product of this vector and the specified vector.
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*
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* @param v The vector to compute the dot product with.
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*
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* @return The dot product.
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*/
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2015-04-20 01:40:52 +08:00
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inline float dot(const Vec2& v) const;
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2014-04-02 10:33:07 +08:00
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/**
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* Returns the dot product between the specified vectors.
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*
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* @param v1 The first vector.
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* @param v2 The second vector.
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*
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* @return The dot product between the vectors.
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*/
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2014-05-15 01:07:09 +08:00
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static float dot(const Vec2& v1, const Vec2& v2);
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2014-04-02 10:33:07 +08:00
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/**
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* Computes the length of this vector.
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*
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* @return The length of the vector.
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*
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* @see lengthSquared
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*/
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float length() const;
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/**
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* Returns the squared length of this vector.
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*
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|
* When it is not necessary to get the exact length of a
|
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* vector (for example, when simply comparing the lengths of
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|
|
* different vectors), it is advised to use this method
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|
* instead of length.
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|
*
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* @return The squared length of the vector.
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*
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* @see length
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*/
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2015-04-20 01:40:52 +08:00
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|
|
inline float lengthSquared() const;
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2014-04-02 10:33:07 +08:00
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/**
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|
* Negates this vector.
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|
*/
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2015-04-20 01:40:52 +08:00
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inline void negate();
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2014-04-02 10:33:07 +08:00
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/**
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|
* Normalizes this vector.
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|
*
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2014-05-15 01:07:09 +08:00
|
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|
* This method normalizes this Vec2 so that it is of
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2014-04-02 10:33:07 +08:00
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* unit length (in other words, the length of the vector
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|
* after calling this method will be 1.0f). If the vector
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|
* already has unit length or if the length of the vector
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* is zero, this method does nothing.
|
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|
*
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* @return This vector, after the normalization occurs.
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|
*/
|
2014-04-30 18:07:05 +08:00
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void normalize();
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2014-04-02 10:33:07 +08:00
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/**
|
2015-03-27 11:20:50 +08:00
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Get the normalized vector.
|
2014-04-02 10:33:07 +08:00
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*/
|
2014-05-15 01:07:09 +08:00
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Vec2 getNormalized() const;
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2014-04-02 10:33:07 +08:00
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/**
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|
|
* Scales all elements of this vector by the specified value.
|
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|
*
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|
* @param scalar The scalar value.
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*/
|
2015-04-20 01:40:52 +08:00
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|
inline void scale(float scalar);
|
2014-04-02 10:33:07 +08:00
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|
|
/**
|
|
|
|
* Scales each element of this vector by the matching component of scale.
|
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|
|
*
|
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|
* @param scale The vector to scale by.
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|
*/
|
2015-04-20 01:40:52 +08:00
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|
inline void scale(const Vec2& scale);
|
2014-04-02 10:33:07 +08:00
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|
/**
|
|
|
|
* Rotates this vector by angle (specified in radians) around the given point.
|
|
|
|
*
|
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|
|
* @param point The point to rotate around.
|
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|
* @param angle The angle to rotate by (in radians).
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
void rotate(const Vec2& point, float angle);
|
2014-04-02 10:33:07 +08:00
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|
/**
|
|
|
|
* Sets the elements of this vector to the specified values.
|
|
|
|
*
|
2014-04-16 10:27:17 +08:00
|
|
|
* @param xx The new x coordinate.
|
|
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|
* @param yy The new y coordinate.
|
2014-04-02 10:33:07 +08:00
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void set(float xx, float yy);
|
2014-04-02 10:33:07 +08:00
|
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|
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|
|
/**
|
|
|
|
* Sets the elements of this vector from the values in the specified array.
|
|
|
|
*
|
|
|
|
* @param array An array containing the elements of the vector in the order x, y.
|
|
|
|
*/
|
|
|
|
void set(const float* array);
|
|
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|
|
|
/**
|
|
|
|
* Sets the elements of this vector to those in the specified vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to copy.
|
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void set(const Vec2& v);
|
2014-04-02 10:33:07 +08:00
|
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|
|
|
|
|
/**
|
|
|
|
* Sets this vector to the directional vector between the specified points.
|
|
|
|
*
|
|
|
|
* @param p1 The first point.
|
|
|
|
* @param p2 The second point.
|
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void set(const Vec2& p1, const Vec2& p2);
|
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|
|
/**
|
|
|
|
* Sets the elements of this vector to zero.
|
|
|
|
*/
|
|
|
|
inline void setZero();
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Subtracts this vector and the specified vector as (this - v)
|
|
|
|
* and stores the result in this vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to subtract.
|
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void subtract(const Vec2& v);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Subtracts the specified vectors and stores the result in dst.
|
|
|
|
* The resulting vector is computed as (v1 - v2).
|
|
|
|
*
|
|
|
|
* @param v1 The first vector.
|
|
|
|
* @param v2 The second vector.
|
|
|
|
* @param dst The destination vector.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static void subtract(const Vec2& v1, const Vec2& v2, Vec2* dst);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Updates this vector towards the given target using a smoothing function.
|
|
|
|
* The given response time determines the amount of smoothing (lag). A longer
|
|
|
|
* response time yields a smoother result and more lag. To force this vector to
|
|
|
|
* follow the target closely, provide a response time that is very small relative
|
|
|
|
* to the given elapsed time.
|
|
|
|
*
|
|
|
|
* @param target target value.
|
|
|
|
* @param elapsedTime elapsed time between calls.
|
|
|
|
* @param responseTime response time (in the same units as elapsedTime).
|
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void smooth(const Vec2& target, float elapsedTime, float responseTime);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculates the sum of this vector with the given vector.
|
|
|
|
*
|
|
|
|
* Note: this does not modify this vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to add.
|
|
|
|
* @return The vector sum.
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator+(const Vec2& v) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Adds the given vector to this vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to add.
|
|
|
|
* @return This vector, after the addition occurs.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2& operator+=(const Vec2& v);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculates the sum of this vector with the given vector.
|
|
|
|
*
|
|
|
|
* Note: this does not modify this vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to add.
|
|
|
|
* @return The vector sum.
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator-(const Vec2& v) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Subtracts the given vector from this vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to subtract.
|
|
|
|
* @return This vector, after the subtraction occurs.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2& operator-=(const Vec2& v);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculates the negation of this vector.
|
|
|
|
*
|
|
|
|
* Note: this does not modify this vector.
|
|
|
|
*
|
|
|
|
* @return The negation of this vector.
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator-() const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculates the scalar product of this vector with the given value.
|
|
|
|
*
|
|
|
|
* Note: this does not modify this vector.
|
|
|
|
*
|
2014-04-16 10:27:17 +08:00
|
|
|
* @param s The value to scale by.
|
2014-04-02 10:33:07 +08:00
|
|
|
* @return The scaled vector.
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator*(float s) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Scales this vector by the given value.
|
|
|
|
*
|
2014-04-16 10:27:17 +08:00
|
|
|
* @param s The value to scale by.
|
2014-04-02 10:33:07 +08:00
|
|
|
* @return This vector, after the scale occurs.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2& operator*=(float s);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the components of this vector divided by the given constant
|
|
|
|
*
|
|
|
|
* Note: this does not modify this vector.
|
|
|
|
*
|
2014-04-16 10:27:17 +08:00
|
|
|
* @param s the constant to divide this vector with
|
2014-04-02 10:33:07 +08:00
|
|
|
* @return a smaller vector
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator/(float s) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines if this vector is less than the given vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to compare against.
|
|
|
|
*
|
|
|
|
* @return True if this vector is less than the given vector, false otherwise.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline bool operator<(const Vec2& v) const;
|
2014-10-25 03:27:06 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines if this vector is greater than the given vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to compare against.
|
|
|
|
*
|
|
|
|
* @return True if this vector is greater than the given vector, false otherwise.
|
|
|
|
*/
|
|
|
|
inline bool operator>(const Vec2& v) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines if this vector is equal to the given vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to compare against.
|
|
|
|
*
|
|
|
|
* @return True if this vector is equal to the given vector, false otherwise.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline bool operator==(const Vec2& v) const;
|
2014-04-02 10:33:07 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Determines if this vector is not equal to the given vector.
|
|
|
|
*
|
|
|
|
* @param v The vector to compare against.
|
|
|
|
*
|
|
|
|
* @return True if this vector is not equal to the given vector, false otherwise.
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline bool operator!=(const Vec2& v) const;
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
//code added compatible for Point
|
|
|
|
public:
|
|
|
|
/**
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2015-04-20 01:40:52 +08:00
|
|
|
inline void setPoint(float xx, float yy);
|
2014-04-15 11:58:08 +08:00
|
|
|
/**
|
|
|
|
* @js NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
bool equals(const Vec2& target) const;
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** @returns if points have fuzzy equality which means equal with some degree of variance.
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
bool fuzzyEquals(const Vec2& target, float variance) const;
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates distance between point an origin
|
|
|
|
@return float
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
inline float getLength() const {
|
|
|
|
return sqrtf(x*x + y*y);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
/** Calculates the square length of a Vec2 (not calling sqrt() )
|
2014-04-15 11:58:08 +08:00
|
|
|
@return float
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
inline float getLengthSq() const {
|
|
|
|
return dot(*this); //x*x + y*y;
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates the square distance between two points (not calling sqrt() )
|
|
|
|
@return float
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline float getDistanceSq(const Vec2& other) const {
|
2014-04-15 11:58:08 +08:00
|
|
|
return (*this - other).getLengthSq();
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates the distance between two points
|
|
|
|
@return float
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline float getDistance(const Vec2& other) const {
|
2014-04-15 11:58:08 +08:00
|
|
|
return (*this - other).getLength();
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** @returns the angle in radians between this vector and the x axis
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
inline float getAngle() const {
|
|
|
|
return atan2f(y, x);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** @returns the angle in radians between two vector directions
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
float getAngle(const Vec2& other) const;
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates cross product of two points.
|
|
|
|
@return float
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline float cross(const Vec2& other) const {
|
2014-04-15 11:58:08 +08:00
|
|
|
return x*other.y - y*other.x;
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) >= 0
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2
|
2014-04-15 11:58:08 +08:00
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 getPerp() const {
|
|
|
|
return Vec2(-y, x);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates midpoint between two points.
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2
|
2014-04-15 11:58:08 +08:00
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 getMidpoint(const Vec2& other) const
|
2014-04-15 11:58:08 +08:00
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
return Vec2((x + other.x) / 2.0f, (y + other.y) / 2.0f);
|
2014-04-15 11:58:08 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
/** Clamp a point between from and to.
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 getClampPoint(const Vec2& min_inclusive, const Vec2& max_inclusive) const
|
2014-04-15 11:58:08 +08:00
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
return Vec2(clampf(x,min_inclusive.x,max_inclusive.x), clampf(y, min_inclusive.y, max_inclusive.y));
|
2014-04-15 11:58:08 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
/** Run a math operation function on each point component
|
2015-12-03 20:00:51 +08:00
|
|
|
* absf, floorf, ceilf, roundf
|
2014-04-15 11:58:08 +08:00
|
|
|
* any function that has the signature: float func(float);
|
|
|
|
* For example: let's try to take the floor of x,y
|
|
|
|
* p.compOp(floorf);
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 compOp(std::function<float(float)> function) const
|
2014-04-15 11:58:08 +08:00
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
return Vec2(function(x), function(y));
|
2014-04-15 11:58:08 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
/** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) <= 0
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2
|
2014-04-15 11:58:08 +08:00
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 getRPerp() const {
|
|
|
|
return Vec2(y, -x);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Calculates the projection of this over other.
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2
|
2014-04-15 11:58:08 +08:00
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 project(const Vec2& other) const {
|
2014-04-15 11:58:08 +08:00
|
|
|
return other * (dot(other)/other.dot(other));
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Complex multiplication of two points ("rotates" two points).
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2 vector with an angle of this.getAngle() + other.getAngle(),
|
2014-04-15 11:58:08 +08:00
|
|
|
and a length of this.getLength() * other.getLength().
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 rotate(const Vec2& other) const {
|
|
|
|
return Vec2(x*other.x - y*other.y, x*other.y + y*other.x);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Unrotates two points.
|
2014-05-15 01:07:09 +08:00
|
|
|
@return Vec2 vector with an angle of this.getAngle() - other.getAngle(),
|
2014-04-15 11:58:08 +08:00
|
|
|
and a length of this.getLength() * other.getLength().
|
|
|
|
@since v2.1.4
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
inline Vec2 unrotate(const Vec2& other) const {
|
|
|
|
return Vec2(x*other.x + y*other.y, y*other.x - x*other.y);
|
2016-09-20 14:43:48 +08:00
|
|
|
}
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/** Linear Interpolation between two points a and b
|
|
|
|
@returns
|
|
|
|
alpha == 0 ? a
|
|
|
|
alpha == 1 ? b
|
|
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otherwise a value between a..b
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@since v2.1.4
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* @js NA
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* @lua NA
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|
*/
|
2014-05-15 01:07:09 +08:00
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|
|
inline Vec2 lerp(const Vec2& other, float alpha) const {
|
2014-04-15 11:58:08 +08:00
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|
return *this * (1.f - alpha) + other * alpha;
|
2016-09-20 14:43:48 +08:00
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}
|
2014-04-15 11:58:08 +08:00
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/** Rotates a point counter clockwise by the angle around a pivot
|
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|
@param pivot is the pivot, naturally
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@param angle is the angle of rotation ccw in radians
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@returns the rotated point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
|
2014-05-15 01:07:09 +08:00
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Vec2 rotateByAngle(const Vec2& pivot, float angle) const;
|
2014-04-15 11:58:08 +08:00
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/**
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* @js NA
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* @lua NA
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*/
|
2014-05-15 01:07:09 +08:00
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static inline Vec2 forAngle(const float a)
|
2014-04-15 11:58:08 +08:00
|
|
|
{
|
2014-05-15 01:07:09 +08:00
|
|
|
return Vec2(cosf(a), sinf(a));
|
2014-04-15 11:58:08 +08:00
|
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|
}
|
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|
/** A general line-line intersection test
|
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|
@param A the startpoint for the first line L1 = (A - B)
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|
@param B the endpoint for the first line L1 = (A - B)
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@param C the startpoint for the second line L2 = (C - D)
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@param D the endpoint for the second line L2 = (C - D)
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@param S the range for a hitpoint in L1 (p = A + S*(B - A))
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|
@param T the range for a hitpoint in L2 (p = C + T*(D - C))
|
2015-12-03 20:00:51 +08:00
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|
@return whether these two lines intersects.
|
2014-04-15 11:58:08 +08:00
|
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|
|
|
Note that to truly test intersection for segments we have to make
|
|
|
|
sure that S & T lie within [0..1] and for rays, make sure S & T > 0
|
|
|
|
the hit point is C + T * (D - C);
|
|
|
|
the hit point also is A + S * (B - A);
|
|
|
|
@since 3.0
|
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|
* @js NA
|
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|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static bool isLineIntersect(const Vec2& A, const Vec2& B,
|
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|
|
const Vec2& C, const Vec2& D,
|
2014-04-15 11:58:08 +08:00
|
|
|
float *S = nullptr, float *T = nullptr);
|
|
|
|
|
|
|
|
/**
|
|
|
|
returns true if Line A-B overlap with segment C-D
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static bool isLineOverlap(const Vec2& A, const Vec2& B,
|
|
|
|
const Vec2& C, const Vec2& D);
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
returns true if Line A-B parallel with segment C-D
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static bool isLineParallel(const Vec2& A, const Vec2& B,
|
|
|
|
const Vec2& C, const Vec2& D);
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
returns true if Segment A-B overlap with segment C-D
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static bool isSegmentOverlap(const Vec2& A, const Vec2& B,
|
|
|
|
const Vec2& C, const Vec2& D,
|
|
|
|
Vec2* S = nullptr, Vec2* E = nullptr);
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
returns true if Segment A-B intersects with segment C-D
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static bool isSegmentIntersect(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
|
2014-04-15 11:58:08 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
returns the intersection point of line A-B, C-D
|
|
|
|
@since v3.0
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2014-05-15 01:07:09 +08:00
|
|
|
static Vec2 getIntersectPoint(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D);
|
2014-04-15 11:58:08 +08:00
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
/** equals to Vec2(0,0) */
|
|
|
|
static const Vec2 ZERO;
|
|
|
|
/** equals to Vec2(1,1) */
|
|
|
|
static const Vec2 ONE;
|
|
|
|
/** equals to Vec2(1,0) */
|
|
|
|
static const Vec2 UNIT_X;
|
|
|
|
/** equals to Vec2(0,1) */
|
|
|
|
static const Vec2 UNIT_Y;
|
|
|
|
/** equals to Vec2(0.5, 0.5) */
|
|
|
|
static const Vec2 ANCHOR_MIDDLE;
|
|
|
|
/** equals to Vec2(0, 0) */
|
|
|
|
static const Vec2 ANCHOR_BOTTOM_LEFT;
|
|
|
|
/** equals to Vec2(0, 1) */
|
|
|
|
static const Vec2 ANCHOR_TOP_LEFT;
|
|
|
|
/** equals to Vec2(1, 0) */
|
|
|
|
static const Vec2 ANCHOR_BOTTOM_RIGHT;
|
|
|
|
/** equals to Vec2(1, 1) */
|
|
|
|
static const Vec2 ANCHOR_TOP_RIGHT;
|
|
|
|
/** equals to Vec2(1, 0.5) */
|
|
|
|
static const Vec2 ANCHOR_MIDDLE_RIGHT;
|
|
|
|
/** equals to Vec2(0, 0.5) */
|
|
|
|
static const Vec2 ANCHOR_MIDDLE_LEFT;
|
|
|
|
/** equals to Vec2(0.5, 1) */
|
|
|
|
static const Vec2 ANCHOR_MIDDLE_TOP;
|
|
|
|
/** equals to Vec2(0.5, 0) */
|
|
|
|
static const Vec2 ANCHOR_MIDDLE_BOTTOM;
|
2014-04-02 10:33:07 +08:00
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculates the scalar product of the given vector with the given value.
|
|
|
|
*
|
|
|
|
* @param x The value to scale by.
|
|
|
|
* @param v The vector to scale.
|
|
|
|
* @return The scaled vector.
|
|
|
|
*/
|
2016-10-11 09:33:05 +08:00
|
|
|
inline Vec2 operator*(float x, const Vec2& v);
|
2014-04-02 10:33:07 +08:00
|
|
|
|
2014-05-19 06:12:48 +08:00
|
|
|
typedef Vec2 Point;
|
2014-05-06 08:10:41 +08:00
|
|
|
|
2014-04-02 12:09:51 +08:00
|
|
|
NS_CC_MATH_END
|
2014-04-02 10:33:07 +08:00
|
|
|
|
2015-03-27 11:34:52 +08:00
|
|
|
/**
|
|
|
|
end of base group
|
|
|
|
@}
|
|
|
|
*/
|
|
|
|
|
2016-03-20 21:53:44 +08:00
|
|
|
#include "math/Vec2.inl"
|
2014-04-02 10:33:07 +08:00
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
#endif // MATH_VEC2_H
|