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SqMod/source/Base/Vector4.cpp

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// ------------------------------------------------------------------------------------------------
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#include "Base/Vector4.hpp"
#include "Base/Vector3.hpp"
#include "Base/Quaternion.hpp"
#include "Base/Shared.hpp"
#include "Library/Random.hpp"
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// ------------------------------------------------------------------------------------------------
#include <limits>
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
const Vector4 Vector4::NIL = Vector4(0);
const Vector4 Vector4::MIN = Vector4(std::numeric_limits< Vector4::Value >::min());
const Vector4 Vector4::MAX = Vector4(std::numeric_limits< Vector4::Value >::max());
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// ------------------------------------------------------------------------------------------------
SQChar Vector4::Delim = ',';
// ------------------------------------------------------------------------------------------------
SQInteger Vector4::Typename(HSQUIRRELVM vm)
{
static const SQChar name[] = _SC("Vector4");
sq_pushstring(vm, name, sizeof(name));
return 1;
}
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// ------------------------------------------------------------------------------------------------
Vector4::Vector4()
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: x(0.0), y(0.0), z(0.0), w(0.0)
{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4::Vector4(Value sv)
: x(sv), y(sv), z(sv), w(sv)
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{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4::Vector4(Value xv, Value yv, Value zv)
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: x(xv), y(yv), z(zv), w(0.0)
{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4::Vector4(Value xv, Value yv, Value zv, Value wv)
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: x(xv), y(yv), z(zv), w(wv)
{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4 & Vector4::operator = (Value s)
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{
x = s;
y = s;
z = s;
w = s;
return *this;
}
Vector4 & Vector4::operator = (const Vector3 & v)
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{
x = v.x;
y = v.y;
z = v.z;
w = 0.0;
return *this;
}
Vector4 & Vector4::operator = (const Quaternion & q)
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{
x = q.x;
y = q.y;
z = q.z;
w = q.w;
return *this;
}
// ------------------------------------------------------------------------------------------------
Vector4 & Vector4::operator += (const Vector4 & v)
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{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
return *this;
}
Vector4 & Vector4::operator -= (const Vector4 & v)
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{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
return *this;
}
Vector4 & Vector4::operator *= (const Vector4 & v)
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{
x *= v.x;
y *= v.y;
z *= v.z;
w *= v.w;
return *this;
}
Vector4 & Vector4::operator /= (const Vector4 & v)
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{
x /= v.x;
y /= v.y;
z /= v.z;
w /= v.w;
return *this;
}
Vector4 & Vector4::operator %= (const Vector4 & v)
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{
x = std::fmod(x, v.x);
y = std::fmod(y, v.y);
z = std::fmod(z, v.z);
w = std::fmod(w, v.w);
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return *this;
}
// ------------------------------------------------------------------------------------------------
Vector4 & Vector4::operator += (Value s)
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{
x += s;
y += s;
z += s;
w += s;
return *this;
}
Vector4 & Vector4::operator -= (Value s)
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{
x -= s;
y -= s;
z -= s;
w -= s;
return *this;
}
Vector4 & Vector4::operator *= (Value s)
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{
x *= s;
y *= s;
z *= s;
w *= s;
return *this;
}
Vector4 & Vector4::operator /= (Value s)
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{
x /= s;
y /= s;
z /= s;
w /= s;
return *this;
}
Vector4 & Vector4::operator %= (Value s)
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{
x = std::fmod(x, s);
y = std::fmod(y, s);
z = std::fmod(z, s);
w = std::fmod(w, s);
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return *this;
}
// ------------------------------------------------------------------------------------------------
Vector4 & Vector4::operator ++ ()
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{
++x;
++y;
++z;
++w;
return *this;
}
Vector4 & Vector4::operator -- ()
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{
--x;
--y;
--z;
--w;
return *this;
}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::operator ++ (int)
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{
Vector4 state(*this);
++x;
++y;
++z;
++w;
return state;
}
Vector4 Vector4::operator -- (int)
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{
Vector4 state(*this);
--x;
--y;
--z;
--w;
return state;
}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::operator + (const Vector4 & v) const
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{
return Vector4(x + v.x, y + v.y, z + v.z, w + v.w);
}
Vector4 Vector4::operator - (const Vector4 & v) const
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{
return Vector4(x - v.x, y - v.y, z - v.z, w - v.w);
}
Vector4 Vector4::operator * (const Vector4 & v) const
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{
return Vector4(x * v.x, y * v.y, z * v.z, w * v.w);
}
Vector4 Vector4::operator / (const Vector4 & v) const
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{
return Vector4(x / v.x, y / v.y, z / v.z, w / v.w);
}
Vector4 Vector4::operator % (const Vector4 & v) const
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{
return Vector4(std::fmod(x, v.x), std::fmod(y, v.y), std::fmod(z, v.z), std::fmod(w, v.w));
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}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::operator + (Value s) const
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{
return Vector4(x + s, y + s, z + s, w + s);
}
Vector4 Vector4::operator - (Value s) const
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{
return Vector4(x - s, y - s, z - s, w - s);
}
Vector4 Vector4::operator * (Value s) const
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{
return Vector4(x * s, y * s, z * s, w * s);
}
Vector4 Vector4::operator / (Value s) const
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{
return Vector4(x / s, y / s, z / s, w / s);
}
Vector4 Vector4::operator % (Value s) const
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{
return Vector4(std::fmod(x, s), std::fmod(y, s), std::fmod(z, s), std::fmod(w, s));
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}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::operator + () const
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{
return Vector4(std::fabs(x), std::fabs(y), std::fabs(z), std::fabs(w));
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}
Vector4 Vector4::operator - () const
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{
return Vector4(-x, -y, -z, -w);
}
// ------------------------------------------------------------------------------------------------
bool Vector4::operator == (const Vector4 & v) const
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{
return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z) && EpsEq(w, v.w);
}
bool Vector4::operator != (const Vector4 & v) const
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{
return !EpsEq(x, v.x) && !EpsEq(y, v.y) && !EpsEq(z, v.z) && !EpsEq(w, v.w);
}
bool Vector4::operator < (const Vector4 & v) const
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{
return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z) && EpsLt(w, v.w);
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}
bool Vector4::operator > (const Vector4 & v) const
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{
return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z) && EpsGt(w, v.w);
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}
bool Vector4::operator <= (const Vector4 & v) const
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{
return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z) && EpsLtEq(w, v.w);
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}
bool Vector4::operator >= (const Vector4 & v) const
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{
return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z) && EpsGtEq(w, v.w);
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}
// ------------------------------------------------------------------------------------------------
Int32 Vector4::Cmp(const Vector4 & o) const
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{
if (*this == o)
{
return 0;
}
else if (*this > o)
{
return 1;
}
else
{
return -1;
}
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}
// ------------------------------------------------------------------------------------------------
CSStr Vector4::ToString() const
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{
return ToStrF("%f,%f,%f,%f", x, y, z, w);
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}
// ------------------------------------------------------------------------------------------------
void Vector4::Set(Value ns)
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{
x = ns;
y = ns;
z = ns;
w = ns;
}
void Vector4::Set(Value nx, Value ny, Value nz)
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{
x = nx;
y = ny;
z = nz;
}
void Vector4::Set(Value nx, Value ny, Value nz, Value nw)
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{
x = nx;
y = ny;
z = nz;
w = nw;
}
// ------------------------------------------------------------------------------------------------
void Vector4::Set(const Vector4 & v)
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{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
}
void Vector4::Set(const Vector3 & v)
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{
x = v.x;
y = v.y;
z = v.z;
w = 0.0;
}
void Vector4::Set(const Quaternion & q)
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{
x = q.x;
y = q.y;
z = q.z;
w = q.w;
}
// ------------------------------------------------------------------------------------------------
void Vector4::Set(CSStr values, SQChar delim)
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{
Set(Vector4::Get(values, delim));
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}
// ------------------------------------------------------------------------------------------------
void Vector4::Generate()
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{
x = GetRandomFloat32();
y = GetRandomFloat32();
z = GetRandomFloat32();
w = GetRandomFloat32();
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}
void Vector4::Generate(Value min, Value max)
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{
if (max < min)
{
STHROWF("max value is lower than min value");
}
x = GetRandomFloat32(min, max);
y = GetRandomFloat32(min, max);
z = GetRandomFloat32(min, max);
y = GetRandomFloat32(min, max);
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}
void Vector4::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax, Value wmin, Value wmax)
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{
if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin) || EpsLt(wmax, wmin))
{
STHROWF("max value is lower than min value");
}
x = GetRandomFloat32(xmin, xmax);
y = GetRandomFloat32(ymin, ymax);
z = GetRandomFloat32(zmin, zmax);
y = GetRandomFloat32(ymin, ymax);
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}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::Abs() const
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{
return Vector4(std::fabs(x), std::fabs(y), std::fabs(z), std::fabs(w));
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}
// ------------------------------------------------------------------------------------------------
const Vector4 & Vector4::Get(CSStr str)
{
return Vector4::Get(str, Vector4::Delim);
}
// ------------------------------------------------------------------------------------------------
const Vector4 & Vector4::Get(CSStr str, SQChar delim)
{
// The format specifications that will be used to scan the string
static SQChar fs[] = _SC(" %f , %f , %f , %f ");
static Vector4 vec;
// Clear previous values, if any
vec.Clear();
// Is the specified string empty?
if (!str || *str == '\0')
{
return vec; // Return the value as is!
}
// Assign the specified delimiter
fs[4] = delim;
fs[9] = delim;
fs[14] = delim;
// Attempt to extract the component values from the specified string
std::sscanf(str, &fs[0], &vec.x, &vec.y, &vec.z, &vec.w);
// Return the resulted value
return vec;
}
// ------------------------------------------------------------------------------------------------
const Vector4 & GetVector4()
{
static Vector4 vec;
vec.Clear();
return vec;
}
const Vector4 & GetVector4(Float32 sv)
{
static Vector4 vec;
vec.Set(sv);
return vec;
}
const Vector4 & GetVector4(Float32 xv, Float32 yv, Float32 zv)
{
static Vector4 vec;
vec.Set(xv, yv, zv);
return vec;
}
const Vector4 & GetVector4(Float32 xv, Float32 yv, Float32 zv, Float32 wv)
{
static Vector4 vec;
vec.Set(xv, yv, zv, wv);
return vec;
}
const Vector4 & GetVector4(const Vector4 & o)
{
static Vector4 vec;
vec.Set(o);
return vec;
}
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// ================================================================================================
void Register_Vector4(HSQUIRRELVM vm)
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{
typedef Vector4::Value Val;
RootTable(vm).Bind(_SC("Vector4"), Class< Vector4 >(vm, _SC("Vector4"))
// Constructors
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.Ctor()
.Ctor< Val >()
.Ctor< Val, Val, Val >()
.Ctor< Val, Val, Val, Val >()
// Static Members
.SetStaticValue(_SC("Delim"), &Vector4::Delim)
// Member Variables
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.Var(_SC("x"), &Vector4::x)
.Var(_SC("y"), &Vector4::y)
.Var(_SC("z"), &Vector4::z)
.Var(_SC("w"), &Vector4::w)
// Properties
.Prop(_SC("Abs"), &Vector4::Abs)
// Core Metamethods
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.Func(_SC("_tostring"), &Vector4::ToString)
.SquirrelFunc(_SC("_typename"), &Vector4::Typename)
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.Func(_SC("_cmp"), &Vector4::Cmp)
// Metamethods
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_add"), &Vector4::operator +)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_sub"), &Vector4::operator -)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_mul"), &Vector4::operator *)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_div"), &Vector4::operator /)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_modulo"), &Vector4::operator %)
.Func< Vector4 (Vector4::*)(void) const >(_SC("_unm"), &Vector4::operator -)
// Setters
.Overload< void (Vector4::*)(Val) >(_SC("Set"), &Vector4::Set)
.Overload< void (Vector4::*)(Val, Val, Val) >(_SC("Set"), &Vector4::Set)
.Overload< void (Vector4::*)(Val, Val, Val, Val) >(_SC("Set"), &Vector4::Set)
.Overload< void (Vector4::*)(const Vector4 &) >(_SC("SetVec4"), &Vector4::Set)
.Overload< void (Vector4::*)(const Vector3 &) >(_SC("SetVec3"), &Vector4::Set)
.Overload< void (Vector4::*)(const Quaternion &) >(_SC("SetQuat"), &Vector4::Set)
.Overload< void (Vector4::*)(CSStr, SQChar) >(_SC("SetStr"), &Vector4::Set)
// Random Generators
.Overload< void (Vector4::*)(void) >(_SC("Generate"), &Vector4::Generate)
.Overload< void (Vector4::*)(Val, Val) >(_SC("Generate"), &Vector4::Generate)
.Overload< void (Vector4::*)(Val, Val, Val, Val, Val, Val, Val, Val) >(_SC("Generate"), &Vector4::Generate)
// Utility Methods
.Func(_SC("Clear"), &Vector4::Clear)
// Static Overloads
.StaticOverload< const Vector4 & (*)(CSStr) >(_SC("FromStr"), &Vector4::Get)
.StaticOverload< const Vector4 & (*)(CSStr, SQChar) >(_SC("FromStr"), &Vector4::Get)
// Operator Exposure
.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opAddAssign"), &Vector4::operator +=)
.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opSubAssign"), &Vector4::operator -=)
.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opMulAssign"), &Vector4::operator *=)
.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opDivAssign"), &Vector4::operator /=)
.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opModAssign"), &Vector4::operator %=)
.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opAddAssignS"), &Vector4::operator +=)
.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opSubAssignS"), &Vector4::operator -=)
.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opMulAssignS"), &Vector4::operator *=)
.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opDivAssignS"), &Vector4::operator /=)
.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opModAssignS"), &Vector4::operator %=)
.Func< Vector4 & (Vector4::*)(void) >(_SC("opPreInc"), &Vector4::operator ++)
.Func< Vector4 & (Vector4::*)(void) >(_SC("opPreDec"), &Vector4::operator --)
.Func< Vector4 (Vector4::*)(int) >(_SC("opPostInc"), &Vector4::operator ++)
.Func< Vector4 (Vector4::*)(int) >(_SC("opPostDec"), &Vector4::operator --)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opAdd"), &Vector4::operator +)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opSub"), &Vector4::operator -)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opMul"), &Vector4::operator *)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opDiv"), &Vector4::operator /)
.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opMod"), &Vector4::operator %)
.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opAddS"), &Vector4::operator +)
.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opSubS"), &Vector4::operator -)
.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opMulS"), &Vector4::operator *)
.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opDivS"), &Vector4::operator /)
.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opModS"), &Vector4::operator %)
.Func< Vector4 (Vector4::*)(void) const >(_SC("opUnPlus"), &Vector4::operator +)
.Func< Vector4 (Vector4::*)(void) const >(_SC("opUnMinus"), &Vector4::operator -)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opEqual"), &Vector4::operator ==)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opNotEqual"), &Vector4::operator !=)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opLessThan"), &Vector4::operator <)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opGreaterThan"), &Vector4::operator >)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opLessEqual"), &Vector4::operator <=)
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opGreaterEqual"), &Vector4::operator >=)
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);
}
} // Namespace:: SqMod