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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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// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
const Vector4 Vector4::NIL = Vector4(0);
const Vector4 Vector4::MIN = Vector4(NumLimit< Vector4::Value >::Min);
const Vector4 Vector4::MAX = Vector4(NumLimit< Vector4::Value >::Max);
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// ------------------------------------------------------------------------------------------------
SQChar Vector4::Delim = ',';
// ------------------------------------------------------------------------------------------------
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(const Vector4 & o)
: x(o.x), y(o.y), z(o.z), w(o.w)
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{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4::~Vector4()
{
/* ... */
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}
// ------------------------------------------------------------------------------------------------
Vector4 & Vector4::operator = (const Vector4 & o)
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{
x = o.x;
y = o.y;
z = o.z;
w = o.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 = (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 = fmod(x, v.x);
y = fmod(y, v.y);
z = fmod(z, v.z);
w = 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 = fmod(x, s);
y = fmod(y, s);
z = fmod(z, s);
w = 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(fmod(x, v.x), fmod(y, v.y), fmod(z, v.z), 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(fmod(x, s), fmod(y, s), fmod(z, s), fmod(w, s));
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}
// ------------------------------------------------------------------------------------------------
Vector4 Vector4::operator + () const
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{
return Vector4(fabs(x), fabs(y), fabs(z), 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 ToStringF("%f,%f,%f,%f", x, y, z, w);
}
// ------------------------------------------------------------------------------------------------
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(GetVector4(values, delim));
}
// ------------------------------------------------------------------------------------------------
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)
{
SqThrow("max value is lower than min value");
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}
else
{
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))
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{
SqThrow("max value is lower than min value");
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}
else
{
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(fabs(x), fabs(y), fabs(z), fabs(w));
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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 */
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.Prop(_SC("abs"), &Vector4::Abs)
/* Core Metamethods */
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.Func(_SC("_tostring"), &Vector4::ToString)
.Func(_SC("_cmp"), &Vector4::Cmp)
/* Metamethods */
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.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)
/* Operator Exposure */
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.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 >=)
);
}
} // Namespace:: SqMod