mirror of https://github.com/axmolengine/axmol.git
231 lines
3.7 KiB
C++
231 lines
3.7 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#include "math/Vec2.h"
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NS_AX_MATH_BEGIN
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inline Vec2::Vec2()
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: x(0.0f), y(0.0f)
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{
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}
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inline Vec2::Vec2(float xx, float yy)
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: x(xx), y(yy)
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{
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}
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inline Vec2::Vec2(const float* array)
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{
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set(array);
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}
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inline Vec2::Vec2(const Vec2& p1, const Vec2& p2)
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{
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set(p1, p2);
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}
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inline bool Vec2::isZero() const
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{
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return x == 0.0f && y == 0.0f;
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}
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bool Vec2::isOne() const
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{
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return x == 1.0f && y == 1.0f;
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}
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inline void Vec2::add(const Vec2& v)
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{
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x += v.x;
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y += v.y;
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}
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inline float Vec2::distanceSquared(const Vec2& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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return (dx * dx + dy * dy);
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}
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inline float Vec2::dot(const Vec2& v) const
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{
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return (x * v.x + y * v.y);
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}
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inline float Vec2::lengthSquared() const
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{
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return (x * x + y * y);
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}
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inline void Vec2::negate()
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{
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x = -x;
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y = -y;
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}
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inline void Vec2::scale(float scalar)
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{
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x *= scalar;
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y *= scalar;
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}
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inline void Vec2::scale(const Vec2& scale)
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{
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x *= scale.x;
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y *= scale.y;
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}
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inline void Vec2::set(float xx, float yy)
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{
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this->x = xx;
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this->y = yy;
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}
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inline void Vec2::set(const Vec2& v)
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{
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this->x = v.x;
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this->y = v.y;
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}
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inline void Vec2::set(const Vec2& p1, const Vec2& p2)
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{
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x = p2.x - p1.x;
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y = p2.y - p1.y;
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}
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void Vec2::setZero()
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{
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x = y = 0.0f;
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}
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inline void Vec2::subtract(const Vec2& v)
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{
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x -= v.x;
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y -= v.y;
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}
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inline void Vec2::smooth(const Vec2& target, float elapsedTime, float responseTime)
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{
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if (elapsedTime > 0)
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{
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*this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
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}
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}
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inline Vec2 Vec2::operator+(const Vec2& v) const
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{
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Vec2 result(*this);
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result.add(v);
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return result;
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}
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inline Vec2& Vec2::operator+=(const Vec2& v)
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{
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add(v);
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return *this;
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}
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inline Vec2 Vec2::operator-(const Vec2& v) const
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{
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Vec2 result(*this);
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result.subtract(v);
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return result;
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}
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inline Vec2& Vec2::operator-=(const Vec2& v)
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{
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subtract(v);
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return *this;
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}
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inline Vec2 Vec2::operator-() const
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{
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Vec2 result(*this);
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result.negate();
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return result;
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}
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inline Vec2 Vec2::operator*(float s) const
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{
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Vec2 result(*this);
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result.scale(s);
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return result;
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}
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inline Vec2& Vec2::operator*=(float s)
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{
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scale(s);
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return *this;
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}
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inline Vec2 Vec2::operator/(const float s) const
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{
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return Vec2(this->x / s, this->y / s);
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}
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inline bool Vec2::operator<(const Vec2& v) const
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{
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if (x == v.x)
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{
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return y < v.y;
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}
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return x < v.x;
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}
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inline bool Vec2::operator>(const Vec2& v) const
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{
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if (x == v.x)
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{
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return y > v.y;
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}
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return x > v.x;
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}
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inline bool Vec2::operator==(const Vec2& v) const
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{
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return x==v.x && y==v.y;
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}
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inline bool Vec2::operator!=(const Vec2& v) const
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{
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return x != v.x || y != v.y;
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}
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void Vec2::setPoint(float xx, float yy)
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{
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this->x = xx;
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this->y = yy;
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}
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inline Vec2 operator*(float x, const Vec2& v)
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{
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Vec2 result(v);
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result.scale(x);
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return result;
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}
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inline Vec2 operator*(const Vec2& left, const Vec2& right)
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{
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return Vec2(left.x * right.x, left.y * right.y);
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}
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NS_AX_MATH_END
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