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- #include "Base.h"
- #include "Vector4.h"
- namespace gameplay
- {
- Vector4::Vector4()
- : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
- {
- }
- Vector4::Vector4(float x, float y, float z, float w)
- {
- set(x, y, z, w);
- }
- Vector4::Vector4(const float* src)
- {
- set(src);
- }
- Vector4::Vector4(const Vector4& p1, const Vector4& p2)
- {
- set(p1, p2);
- }
- Vector4::Vector4(const Vector4& copy)
- {
- set(copy);
- }
- Vector4 Vector4::fromColor(unsigned int color)
- {
- float components[4];
- int componentIndex = 0;
- for (int i = 3; i >= 0; --i)
- {
- int component = (color >> i*8) & 0x000000ff;
- components[componentIndex++] = static_cast<float>(component) / 255.0f;
- }
- Vector4 value(components);
- return value;
- }
- Vector4::~Vector4()
- {
- }
- const Vector4& Vector4::zero()
- {
- static Vector4 value(0.0f, 0.0f, 0.0f, 0.0f);
- return value;
- }
- const Vector4& Vector4::one()
- {
- static Vector4 value(1.0f, 1.0f, 1.0f, 1.0f);
- return value;
- }
- const Vector4& Vector4::unitX()
- {
- static Vector4 value(1.0f, 0.0f, 0.0f, 0.0f);
- return value;
- }
- const Vector4& Vector4::unitY()
- {
- static Vector4 value(0.0f, 1.0f, 0.0f, 0.0f);
- return value;
- }
- const Vector4& Vector4::unitZ()
- {
- static Vector4 value(0.0f, 0.0f, 1.0f, 0.0f);
- return value;
- }
- const Vector4& Vector4::unitW()
- {
- static Vector4 value(0.0f, 0.0f, 0.0f, 1.0f);
- return value;
- }
- bool Vector4::isZero() const
- {
- return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
- }
- bool Vector4::isOne() const
- {
- return x == 1.0f && y == 1.0f && z == 1.0f && z == 1.0f;
- }
- float Vector4::angle(const Vector4& v1, const Vector4& v2)
- {
- float dx = v1.w * v2.x - v1.x * v2.w - v1.y * v2.z + v1.z * v2.y;
- float dy = v1.w * v2.y - v1.y * v2.w - v1.z * v2.x + v1.x * v2.z;
- float dz = v1.w * v2.z - v1.z * v2.w - v1.x * v2.y + v1.y * v2.x;
- return atan2f(sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
- }
- void Vector4::add(const Vector4& v)
- {
- x += v.x;
- y += v.y;
- z += v.z;
- w += v.w;
- }
- void Vector4::add(const Vector4& v1, const Vector4& v2, Vector4* dst)
- {
- assert(dst);
- dst->x = v1.x + v2.x;
- dst->y = v1.y + v2.y;
- dst->z = v1.z + v2.z;
- dst->w = v1.w + v2.w;
- }
- void Vector4::clamp(const Vector4& min, const Vector4& max)
- {
- assert(!( min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
- // 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;
- // Clamp the z value.
- if ( w < min.w )
- w = min.w;
- if ( w > max.w )
- w = max.w;
- }
- void Vector4::clamp(const Vector4& v, const Vector4& min, const Vector4& max, Vector4* dst)
- {
- assert(dst);
- assert(!( min.x > max.x || min.y > max.y || min.z > max.z || min.w > max.w));
- // 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;
- // Clamp the w value.
- dst->w = v.w;
- if ( dst->w < min.w )
- dst->w = min.w;
- if ( dst->w > max.w )
- dst->w = max.w;
- }
- float Vector4::distance(const Vector4& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- float dw = v.w - w;
- return sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
- }
- float Vector4::distanceSquared(const Vector4& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- float dw = v.w - w;
- return (dx * dx + dy * dy + dz * dz + dw * dw);
- }
- float Vector4::dot(const Vector4& v) const
- {
- return (x * v.x + y * v.y + z * v.z + w * v.w);
- }
- float Vector4::dot(const Vector4& v1, const Vector4& v2)
- {
- return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w);
- }
- float Vector4::length() const
- {
- return sqrt(x * x + y * y + z * z + w * w);
- }
- float Vector4::lengthSquared() const
- {
- return (x * x + y * y + z * z + w * w);
- }
- void Vector4::negate()
- {
- x = -x;
- y = -y;
- z = -z;
- w = -w;
- }
- Vector4& Vector4::normalize()
- {
- normalize(this);
- return *this;
- }
- void Vector4::normalize(Vector4* dst)
- {
- assert(dst);
- if (dst != this)
- {
- dst->x = x;
- dst->y = y;
- dst->z = z;
- dst->w = w;
- }
- float n = x * x + y * y + z * z + w * w;
- // 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;
- dst->w *= n;
- }
- void Vector4::scale(float scalar)
- {
- x *= scalar;
- y *= scalar;
- z *= scalar;
- w *= scalar;
- }
- void Vector4::set(float x, float y, float z, float w)
- {
- this->x = x;
- this->y = y;
- this->z = z;
- this->w = w;
- }
- void Vector4::set(const float* array)
- {
- assert(array);
- x = array[0];
- y = array[1];
- z = array[2];
- w = array[3];
- }
- void Vector4::set(const Vector4& v)
- {
- this->x = v.x;
- this->y = v.y;
- this->z = v.z;
- this->w = v.w;
- }
- void Vector4::set(const Vector4& p1, const Vector4& p2)
- {
- x = p2.x - p1.x;
- y = p2.y - p1.y;
- z = p2.z - p1.z;
- w = p2.w - p1.w;
- }
- void Vector4::subtract(const Vector4& v)
- {
- x -= v.x;
- y -= v.y;
- z -= v.z;
- w -= v.w;
- }
- void Vector4::subtract(const Vector4& v1, const Vector4& v2, Vector4* dst)
- {
- assert(dst);
- dst->x = v1.x - v2.x;
- dst->y = v1.y - v2.y;
- dst->z = v1.z - v2.z;
- dst->w = v1.w - v2.w;
- }
- }
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