// ------------------------------------------------------------------------------------------------ #include "Base/Vector4.hpp" #include "Base/Vector3.hpp" #include "Base/Quaternion.hpp" #include "Base/DynArg.hpp" #include "Core/Buffer.hpp" #include "Core/Utility.hpp" #include "Library/Numeric/Random.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ SQMOD_DECL_TYPENAME(Typename, _SC("Vector4")) // ------------------------------------------------------------------------------------------------ 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()); // ------------------------------------------------------------------------------------------------ SQChar Vector4::Delim = ','; // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value sv) noexcept : x(sv), y(sv), z(sv), w(sv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value xv, Value yv, Value zv) noexcept : x(xv), y(yv), z(zv), w(0.0) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value xv, Value yv, Value zv, Value wv) noexcept : x(xv), y(yv), z(zv), w(wv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator = (Value s) { x = s; y = s; z = s; w = s; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator = (const Vector3 & v) { x = v.x; y = v.y; z = v.z; w = 0.0; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator = (const Quaternion & q) { x = q.x; y = q.y; z = q.z; w = q.w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator += (const Vector4 & v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator -= (const Vector4 & v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator *= (const Vector4 & v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator /= (const Vector4 & v) { x /= v.x; y /= v.y; z /= v.z; w /= v.w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator %= (const Vector4 & v) { x = fmodf(x, v.x); y = fmodf(y, v.y); z = fmodf(z, v.z); w = fmodf(w, v.w); return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator += (Value s) { x += s; y += s; z += s; w += s; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator -= (Value s) { x -= s; y -= s; z -= s; w -= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator *= (Value s) { x *= s; y *= s; z *= s; w *= s; return *this; } Vector4 & Vector4::operator /= (Value s) { x /= s; y /= s; z /= s; w /= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator %= (Value s) { x = fmodf(x, s); y = fmodf(y, s); z = fmodf(z, s); w = fmodf(w, s); return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator ++ () { ++x; ++y; ++z; ++w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 & Vector4::operator -- () { --x; --y; --z; --w; return *this; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator ++ (int) // NOLINT(cert-dcl21-cpp) { Vector4 state(*this); ++x; ++y; ++z; ++w; return state; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator -- (int) // NOLINT(cert-dcl21-cpp) { Vector4 state(*this); --x; --y; --z; --w; return state; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + (const Vector4 & v) const { return {x + v.x, y + v.y, z + v.z, w + v.w}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator - (const Vector4 & v) const { return {x - v.x, y - v.y, z - v.z, w - v.w}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator * (const Vector4 & v) const { return {x * v.x, y * v.y, z * v.z, w * v.w}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator / (const Vector4 & v) const { return {x / v.x, y / v.y, z / v.z, w / v.w}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator % (const Vector4 & v) const { return {fmodf(x, v.x), fmodf(y, v.y), fmodf(z, v.z), fmodf(w, v.w)}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + (Value s) const { return {x + s, y + s, z + s, w + s}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator - (Value s) const { return {x - s, y - s, z - s, w - s}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator * (Value s) const { return {x * s, y * s, z * s, w * s}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator / (Value s) const { return {x / s, y / s, z / s, w / s}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator % (Value s) const { return {fmodf(x, s), fmodf(y, s), fmodf(z, s), fmodf(w, s)}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + () const { return {fabsf(x), fabsf(y), fabsf(z), fabsf(w)}; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator - () const { return {-x, -y, -z, -w}; } // ------------------------------------------------------------------------------------------------ bool Vector4::operator == (const Vector4 & v) const { return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z) && EpsEq(w, v.w); } // ------------------------------------------------------------------------------------------------ bool Vector4::operator != (const Vector4 & v) const { return !EpsEq(x, v.x) || !EpsEq(y, v.y) || !EpsEq(z, v.z) || !EpsEq(w, v.w); } // ------------------------------------------------------------------------------------------------ bool Vector4::operator < (const Vector4 & v) const { return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z) && EpsLt(w, v.w); } // ------------------------------------------------------------------------------------------------ bool Vector4::operator > (const Vector4 & v) const { return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z) && EpsGt(w, v.w); } // ------------------------------------------------------------------------------------------------ bool Vector4::operator <= (const Vector4 & v) const { return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z) && EpsLtEq(w, v.w); } // ------------------------------------------------------------------------------------------------ bool Vector4::operator >= (const Vector4 & v) const { return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z) && EpsGtEq(w, v.w); } // ------------------------------------------------------------------------------------------------ int32_t Vector4::Cmp(const Vector4 & o) const { if (*this == o) { return 0; } else if (*this > o) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ String Vector4::ToString() const { return fmt::format("{},{},{},{}", x, y, z, w); } // ------------------------------------------------------------------------------------------------ void Vector4::SetScalar(Value ns) { x = ns; y = ns; z = ns; w = ns; } // ------------------------------------------------------------------------------------------------ void Vector4::SetVector4(const Vector4 & v) { x = v.x; y = v.y; z = v.z; w = v.w; } // ------------------------------------------------------------------------------------------------ void Vector4::SetVector4Ex(Value nx, Value ny, Value nz, Value nw) { x = nx; y = ny; z = nz; w = nw; } // ------------------------------------------------------------------------------------------------ void Vector4::SetVector3(const Vector3 & v) { x = v.x; y = v.y; z = v.z; w = 0.0; } // ------------------------------------------------------------------------------------------------ void Vector4::SetVector3Ex(Value nx, Value ny, Value nz) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector4::SetQuaternion(const Quaternion & q) { x = q.x; y = q.y; z = q.z; w = q.w; } // ------------------------------------------------------------------------------------------------ void Vector4::SetQuaternionEx(Value nx, Value ny, Value nz, Value nw) { x = nx; y = ny; z = nz; w = nw; } // ------------------------------------------------------------------------------------------------ void Vector4::SetStr(SQChar delim, StackStrF & values) { SetVector4(Vector4::GetEx(delim, values)); } // ------------------------------------------------------------------------------------------------ void Vector4::Generate() { x = GetRandomFloat32(); y = GetRandomFloat32(); z = GetRandomFloat32(); w = GetRandomFloat32(); } // ------------------------------------------------------------------------------------------------ void Vector4::Generate(Value min, Value max) { 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); } // ------------------------------------------------------------------------------------------------ void Vector4::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax, Value wmin, Value wmax) { 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); } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::Abs() const { return {fabsf(x), fabsf(y), fabsf(z), fabsf(w)}; } // ------------------------------------------------------------------------------------------------ const Vector4 & Vector4::Get(StackStrF & str) { return Vector4::GetEx(Vector4::Delim, str); } // ------------------------------------------------------------------------------------------------ String Vector4::Format(StackStrF & str) const { return fmt::format(str.ToStr() , fmt::arg("x", x) , fmt::arg("y", y) , fmt::arg("z", z) , fmt::arg("w", w) ); } // ------------------------------------------------------------------------------------------------ const Vector4 & Vector4::GetEx(SQChar delim, StackStrF & str) { static Vector4 vec; // Clear previous values, if any vec.Clear(); // Is the specified string empty? if (str.mLen <= 0) { return vec; // Return the value as is! } // The format specifications that will be used to scan the string SQChar fs[] = _SC(" %f , %f , %f , %f "); // 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.mPtr, &fs[0], &vec.x, &vec.y, &vec.z, &vec.w); // Return the resulted value return vec; } // ================================================================================================ void Register_Vector4(HSQUIRRELVM vm) { typedef Vector4::Value Val; RootTable(vm).Bind(Typename::Str, Class< Vector4 >(vm, Typename::Str) // Constructors .Ctor() .Ctor< Val >() .Ctor< Val, Val, Val >() .Ctor< Val, Val, Val, Val >() // Member Variables .Var(_SC("x"), &Vector4::x) .Var(_SC("y"), &Vector4::y) .Var(_SC("z"), &Vector4::z) .Var(_SC("w"), &Vector4::w) .Var(_SC("X"), &Vector4::x) .Var(_SC("Y"), &Vector4::y) .Var(_SC("Z"), &Vector4::z) .Var(_SC("W"), &Vector4::w) // Core Meta-methods .SquirrelFunc(_SC("cmp"), &SqDynArgFwd< SqDynArgCmpFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .SquirrelFunc(_SC("_typename"), &Typename::Fn) .Func(_SC("_tostring"), &Vector4::ToString) // Meta-methods .SquirrelFunc(_SC("_add"), &SqDynArgFwd< SqDynArgAddFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .SquirrelFunc(_SC("_sub"), &SqDynArgFwd< SqDynArgSubFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .SquirrelFunc(_SC("_mul"), &SqDynArgFwd< SqDynArgMulFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .SquirrelFunc(_SC("_div"), &SqDynArgFwd< SqDynArgDivFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .SquirrelFunc(_SC("_modulo"), &SqDynArgFwd< SqDynArgModFn< Vector4 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector4 >) .Func< Vector4 (Vector4::*)(void) const >(_SC("_unm"), &Vector4::operator -) // Properties .Prop(_SC("Abs"), &Vector4::Abs) // Member Methods .Func(_SC("SetScalar"), &Vector4::SetScalar) .Func(_SC("SetVector4"), &Vector4::SetVector4) .Func(_SC("SetVector4Ex"), &Vector4::SetVector4Ex) .Func(_SC("SetVector3"), &Vector4::SetVector3) .Func(_SC("SetVector3Ex"), &Vector4::SetVector3Ex) .Func(_SC("SetQuaternion"), &Vector4::SetQuaternion) .Func(_SC("SetQuaternionEx"), &Vector4::SetQuaternionEx) .FmtFunc(_SC("SetStr"), &Vector4::SetStr) .Func(_SC("Clear"), &Vector4::Clear) .FmtFunc(_SC("Format"), &Vector4::Format) // Member Overloads .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) // Static Functions .StaticFunc(_SC("GetDelimiter"), &SqGetDelimiter< Vector4 >) .StaticFunc(_SC("SetDelimiter"), &SqSetDelimiter< Vector4 >) .StaticFmtFunc(_SC("FromStr"), &Vector4::Get) .StaticFmtFunc(_SC("FromStrEx"), &Vector4::GetEx) ); } } // Namespace:: SqMod