mirror of https://github.com/axmolengine/axmol.git
143 lines
4.5 KiB
C
143 lines
4.5 KiB
C
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/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2014-2017 Chukong Technologies
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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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#ifndef MATHUTIL_H_
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#define MATHUTIL_H_
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#ifdef __SSE__
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#include <xmmintrin.h>
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#endif
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#include "math/CCMathBase.h"
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/**
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* @addtogroup base
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* @{
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*/
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NS_CC_MATH_BEGIN
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/**
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* Defines a math utility class.
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*
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* This is primarily used for optimized internal math operations.
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*/
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class CC_DLL MathUtil
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{
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friend class Mat4;
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friend class Vec3;
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public:
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/**
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* Updates the given scalar towards the given target using a smoothing function.
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* The given response time determines the amount of smoothing (lag). A longer
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* response time yields a smoother result and more lag. To force the scalar to
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* follow the target closely, provide a response time that is very small relative
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* to the given elapsed time.
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*
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* @param x the scalar to update.
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* @param target target value.
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* @param elapsedTime elapsed time between calls.
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* @param responseTime response time (in the same units as elapsedTime).
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*/
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static void smooth(float* x, float target, float elapsedTime, float responseTime);
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/**
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* Updates the given scalar towards the given target using a smoothing function.
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* The given rise and fall times determine the amount of smoothing (lag). Longer
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* rise and fall times yield a smoother result and more lag. To force the scalar to
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* follow the target closely, provide rise and fall times that are very small relative
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* to the given elapsed time.
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*
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* @param x the scalar to update.
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* @param target target value.
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* @param elapsedTime elapsed time between calls.
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* @param riseTime response time for rising slope (in the same units as elapsedTime).
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* @param fallTime response time for falling slope (in the same units as elapsedTime).
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*/
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static void smooth(float* x, float target, float elapsedTime, float riseTime, float fallTime);
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/**
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* Linearly interpolates between from value to to value by alpha which is in
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* the range [0,1]
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*
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* @param from the from value.
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* @param to the to value.
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* @param alpha the alpha value between [0,1]
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*
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* @return interpolated float value
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*/
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static float lerp(float from, float to, float alpha);
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private:
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//Indicates that if neon is enabled
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static bool isNeon32Enabled();
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static bool isNeon64Enabled();
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private:
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#ifdef __SSE__
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static void addMatrix(const __m128 m[4], float scalar, __m128 dst[4]);
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static void addMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
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static void subtractMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
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static void multiplyMatrix(const __m128 m[4], float scalar, __m128 dst[4]);
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static void multiplyMatrix(const __m128 m1[4], const __m128 m2[4], __m128 dst[4]);
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static void negateMatrix(const __m128 m[4], __m128 dst[4]);
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static void transposeMatrix(const __m128 m[4], __m128 dst[4]);
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static void transformVec4(const __m128 m[4], const __m128& v, __m128& dst);
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#endif
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static void addMatrix(const float* m, float scalar, float* dst);
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static void addMatrix(const float* m1, const float* m2, float* dst);
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static void subtractMatrix(const float* m1, const float* m2, float* dst);
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static void multiplyMatrix(const float* m, float scalar, float* dst);
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static void multiplyMatrix(const float* m1, const float* m2, float* dst);
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static void negateMatrix(const float* m, float* dst);
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static void transposeMatrix(const float* m, float* dst);
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static void transformVec4(const float* m, float x, float y, float z, float w, float* dst);
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static void transformVec4(const float* m, const float* v, float* dst);
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static void crossVec3(const float* v1, const float* v2, float* dst);
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};
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NS_CC_MATH_END
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/**
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end of base group
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@}
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*/
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#define MATRIX_SIZE ( sizeof(float) * 16)
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#endif
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