#include "Vector3.h" #include "MathUtil.h" #include "ccMacros.h" NS_CC_MATH_BEGIN Vector3::Vector3() : x(0.0f), y(0.0f), z(0.0f) { } Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) { } Vector3::Vector3(const float* array) { set(array); } Vector3::Vector3(const Vector3& p1, const Vector3& p2) { set(p1, p2); } Vector3::Vector3(const Vector3& copy) { set(copy); } Vector3 Vector3::fromColor(unsigned int color) { float components[3]; int componentIndex = 0; for (int i = 2; i >= 0; --i) { int component = (color >> i*8) & 0x0000ff; components[componentIndex++] = static_cast(component) / 255.0f; } Vector3 value(components); return value; } Vector3::~Vector3() { } const Vector3& Vector3::zero() { static Vector3 value(0.0f, 0.0f, 0.0f); return value; } const Vector3& Vector3::one() { static Vector3 value(1.0f, 1.0f, 1.0f); return value; } const Vector3& Vector3::unitX() { static Vector3 value(1.0f, 0.0f, 0.0f); return value; } const Vector3& Vector3::unitY() { static Vector3 value(0.0f, 1.0f, 0.0f); return value; } const Vector3& Vector3::unitZ() { static Vector3 value(0.0f, 0.0f, 1.0f); return value; } bool Vector3::isZero() const { return x == 0.0f && y == 0.0f && z == 0.0f; } bool Vector3::isOne() const { return x == 1.0f && y == 1.0f && z == 1.0f; } float Vector3::angle(const Vector3& v1, const Vector3& v2) { float dx = v1.y * v2.z - v1.z * v2.y; float dy = v1.z * v2.x - v1.x * v2.z; float dz = v1.x * v2.y - v1.y * v2.x; return atan2f(sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2)); } void Vector3::add(const Vector3& v) { x += v.x; y += v.y; z += v.z; } void Vector3::add(const Vector3& v1, const Vector3& v2, Vector3* dst) { GP_ASSERT(dst); dst->x = v1.x + v2.x; dst->y = v1.y + v2.y; dst->z = v1.z + v2.z; } void Vector3::clamp(const Vector3& min, const Vector3& max) { GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z)); // 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; } void Vector3::clamp(const Vector3& v, const Vector3& min, const Vector3& max, Vector3* dst) { GP_ASSERT(dst); GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z)); // 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; } void Vector3::cross(const Vector3& v) { cross(*this, v, this); } void Vector3::cross(const Vector3& v1, const Vector3& v2, Vector3* dst) { GP_ASSERT(dst); // NOTE: This code assumes Vector3 struct members are contiguous floats in memory. // We might want to revisit this (and other areas of code that make this assumption) // later to guarantee 100% safety/compatibility. MathUtil::crossVector3(&v1.x, &v2.x, &dst->x); } float Vector3::distance(const Vector3& v) const { float dx = v.x - x; float dy = v.y - y; float dz = v.z - z; return sqrt(dx * dx + dy * dy + dz * dz); } float Vector3::distanceSquared(const Vector3& v) const { float dx = v.x - x; float dy = v.y - y; float dz = v.z - z; return (dx * dx + dy * dy + dz * dz); } float Vector3::dot(const Vector3& v) const { return (x * v.x + y * v.y + z * v.z); } float Vector3::dot(const Vector3& v1, const Vector3& v2) { return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z); } float Vector3::length() const { return sqrt(x * x + y * y + z * z); } float Vector3::lengthSquared() const { return (x * x + y * y + z * z); } void Vector3::negate() { x = -x; y = -y; z = -z; } Vector3& Vector3::normalize() { normalize(this); return *this; } void Vector3::normalize(Vector3* dst) const { GP_ASSERT(dst); if (dst != this) { dst->x = x; dst->y = y; dst->z = z; } float n = x * x + y * y + z * z; // 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; } void Vector3::scale(float scalar) { x *= scalar; y *= scalar; z *= scalar; } void Vector3::set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; } void Vector3::set(const float* array) { GP_ASSERT(array); x = array[0]; y = array[1]; z = array[2]; } void Vector3::set(const Vector3& v) { this->x = v.x; this->y = v.y; this->z = v.z; } void Vector3::set(const Vector3& p1, const Vector3& p2) { x = p2.x - p1.x; y = p2.y - p1.y; z = p2.z - p1.z; } void Vector3::subtract(const Vector3& v) { x -= v.x; y -= v.y; z -= v.z; } void Vector3::subtract(const Vector3& v1, const Vector3& v2, Vector3* dst) { GP_ASSERT(dst); dst->x = v1.x - v2.x; dst->y = v1.y - v2.y; dst->z = v1.z - v2.z; } void Vector3::smooth(const Vector3& target, float elapsedTime, float responseTime) { if (elapsedTime > 0) { *this += (target - *this) * (elapsedTime / (elapsedTime + responseTime)); } } NS_CC_MATH_END