mirror of https://github.com/axmolengine/axmol.git
333 lines
6.2 KiB
C++
333 lines
6.2 KiB
C++
/**
|
|
Copyright 2013 BlackBerry Inc.
|
|
|
|
Licensed under the Apache License, Version 2.0 (the "License");
|
|
you may not use this file except in compliance with the License.
|
|
You may obtain a copy of the License at
|
|
|
|
http://www.apache.org/licenses/LICENSE-2.0
|
|
|
|
Unless required by applicable law or agreed to in writing, software
|
|
distributed under the License is distributed on an "AS IS" BASIS,
|
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
See the License for the specific language governing permissions and
|
|
limitations under the License.
|
|
|
|
Original file from GamePlay3D: http://gameplay3d.org
|
|
|
|
This file was modified to fit the cocos2d-x project
|
|
*/
|
|
|
|
#include "Vector3.h"
|
|
#include "MathUtil.h"
|
|
#include "base/ccMacros.h"
|
|
|
|
NS_CC_MATH_BEGIN
|
|
|
|
Vector3::Vector3()
|
|
: x(0.0f), y(0.0f), z(0.0f)
|
|
{
|
|
}
|
|
|
|
Vector3::Vector3(float xx, float yy, float zz)
|
|
: x(xx), y(yy), z(zz)
|
|
{
|
|
}
|
|
|
|
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<float>(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;
|
|
}
|
|
|
|
void Vector3::normalize()
|
|
{
|
|
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;
|
|
x *= n;
|
|
y *= n;
|
|
z *= n;
|
|
}
|
|
|
|
Vector3 Vector3::getNormalized() const
|
|
{
|
|
Vector3 v(*this);
|
|
v.normalize();
|
|
return v;
|
|
}
|
|
|
|
void Vector3::scale(float scalar)
|
|
{
|
|
x *= scalar;
|
|
y *= scalar;
|
|
z *= scalar;
|
|
}
|
|
|
|
void Vector3::set(float xx, float yy, float zz)
|
|
{
|
|
this->x = xx;
|
|
this->y = yy;
|
|
this->z = zz;
|
|
}
|
|
|
|
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
|