// ------------------------------------------------------------------------------------------------ #include "Base/Vector4.hpp" #include "Base/Vector3.hpp" #include "Base/Quaternion.hpp" #include "Base/Shared.hpp" #include "Library/Random.hpp" // ------------------------------------------------------------------------------------------------ #include // ------------------------------------------------------------------------------------------------ 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()); // ------------------------------------------------------------------------------------------------ SQChar Vector4::Delim = ','; // ------------------------------------------------------------------------------------------------ SQInteger Vector4::Typename(HSQUIRRELVM vm) { static SQChar name[] = _SC("Vector4"); sq_pushstring(vm, name, sizeof(name)); return 1; } // ------------------------------------------------------------------------------------------------ Vector4::Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value sv) : x(sv), y(sv), z(sv), w(sv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value xv, Value yv, Value zv) : x(xv), y(yv), z(zv), w(0.0) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector4::Vector4(Value xv, Value yv, Value zv, Value wv) : 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 = fmod(x, v.x); y = fmod(y, v.y); z = fmod(z, v.z); w = fmod(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 = fmod(x, s); y = fmod(y, s); z = fmod(z, s); w = fmod(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) { Vector4 state(*this); ++x; ++y; ++z; ++w; return state; } Vector4 Vector4::operator -- (int) { Vector4 state(*this); --x; --y; --z; --w; return state; } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + (const Vector4 & v) const { return Vector4(x + v.x, y + v.y, z + v.z, w + v.w); } Vector4 Vector4::operator - (const Vector4 & v) const { return Vector4(x - v.x, y - v.y, z - v.z, w - v.w); } Vector4 Vector4::operator * (const Vector4 & v) const { return Vector4(x * v.x, y * v.y, z * v.z, w * v.w); } Vector4 Vector4::operator / (const Vector4 & v) const { return Vector4(x / v.x, y / v.y, z / v.z, w / v.w); } Vector4 Vector4::operator % (const Vector4 & v) const { return Vector4(fmod(x, v.x), fmod(y, v.y), fmod(z, v.z), fmod(w, v.w)); } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + (Value s) const { return Vector4(x + s, y + s, z + s, w + s); } Vector4 Vector4::operator - (Value s) const { return Vector4(x - s, y - s, z - s, w - s); } Vector4 Vector4::operator * (Value s) const { return Vector4(x * s, y * s, z * s, w * s); } Vector4 Vector4::operator / (Value s) const { return Vector4(x / s, y / s, z / s, w / s); } Vector4 Vector4::operator % (Value s) const { return Vector4(fmod(x, s), fmod(y, s), fmod(z, s), fmod(w, s)); } // ------------------------------------------------------------------------------------------------ Vector4 Vector4::operator + () const { return Vector4(fabs(x), fabs(y), fabs(z), fabs(w)); } Vector4 Vector4::operator - () const { return Vector4(-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 Vector4::Cmp(const Vector4 & o) const { if (*this == o) return 0; else if (*this > o) return 1; else return -1; } // ------------------------------------------------------------------------------------------------ CSStr Vector4::ToString() const { return ToStrF("%f,%f,%f,%f", x, y, z, w); } // ------------------------------------------------------------------------------------------------ void Vector4::Set(Value ns) { x = ns; y = ns; z = ns; w = ns; } void Vector4::Set(Value nx, Value ny, Value nz) { x = nx; y = ny; z = nz; } void Vector4::Set(Value nx, Value ny, Value nz, Value nw) { x = nx; y = ny; z = nz; w = nw; } // ------------------------------------------------------------------------------------------------ void Vector4::Set(const Vector4 & v) { x = v.x; y = v.y; z = v.z; w = v.w; } void Vector4::Set(const Vector3 & v) { x = v.x; y = v.y; z = v.z; w = 0.0; } void Vector4::Set(const Quaternion & q) { x = q.x; y = q.y; z = q.z; w = q.w; } // ------------------------------------------------------------------------------------------------ void Vector4::Set(CSStr values, SQChar delim) { Set(GetVector4(values, delim)); } // ------------------------------------------------------------------------------------------------ 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 Vector4(fabs(x), fabs(y), fabs(z), fabs(w)); } // ------------------------------------------------------------------------------------------------ const Vector4 & GetVector4(CSStr str) { return GetVector4(str, Vector4::Delim); } // ------------------------------------------------------------------------------------------------ const Vector4 & GetVector4(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 sscanf(str, &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(_SC("Vector4"), Class< Vector4 >(vm, _SC("Vector4")) /* Constructors */ .Ctor() .Ctor< Val >() .Ctor< Val, Val, Val >() .Ctor< Val, Val, Val, Val >() /* Static Members */ .SetStaticValue(_SC("Delim"), &Vector4::Delim) /* Member Variables */ .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 */ .Func(_SC("_tostring"), &Vector4::ToString) .SquirrelFunc(_SC("_typename"), &Vector4::Typename) .Func(_SC("_cmp"), &Vector4::Cmp) /* Metamethods */ .Func(_SC("_add"), &Vector4::operator +) .Func(_SC("_sub"), &Vector4::operator -) .Func(_SC("_mul"), &Vector4::operator *) .Func(_SC("_div"), &Vector4::operator /) .Func(_SC("_modulo"), &Vector4::operator %) .Func(_SC("_unm"), &Vector4::operator -) /* Setters */ .Overload(_SC("Set"), &Vector4::Set) .Overload(_SC("Set"), &Vector4::Set) .Overload(_SC("Set"), &Vector4::Set) .Overload(_SC("SetVec4"), &Vector4::Set) .Overload(_SC("SetVec3"), &Vector4::Set) .Overload(_SC("SetQuat"), &Vector4::Set) .Overload(_SC("SetStr"), &Vector4::Set) /* Random Generators */ .Overload(_SC("Generate"), &Vector4::Generate) .Overload(_SC("Generate"), &Vector4::Generate) .Overload(_SC("Generate"), &Vector4::Generate) /* Utility Methods */ .Func(_SC("Clear"), &Vector4::Clear) /* Operator Exposure */ .Func(_SC("opAddAssign"), &Vector4::operator +=) .Func(_SC("opSubAssign"), &Vector4::operator -=) .Func(_SC("opMulAssign"), &Vector4::operator *=) .Func(_SC("opDivAssign"), &Vector4::operator /=) .Func(_SC("opModAssign"), &Vector4::operator %=) .Func(_SC("opAddAssignS"), &Vector4::operator +=) .Func(_SC("opSubAssignS"), &Vector4::operator -=) .Func(_SC("opMulAssignS"), &Vector4::operator *=) .Func(_SC("opDivAssignS"), &Vector4::operator /=) .Func(_SC("opModAssignS"), &Vector4::operator %=) .Func(_SC("opPreInc"), &Vector4::operator ++) .Func(_SC("opPreDec"), &Vector4::operator --) .Func(_SC("opPostInc"), &Vector4::operator ++) .Func(_SC("opPostDec"), &Vector4::operator --) .Func(_SC("opAdd"), &Vector4::operator +) .Func(_SC("opSub"), &Vector4::operator -) .Func(_SC("opMul"), &Vector4::operator *) .Func(_SC("opDiv"), &Vector4::operator /) .Func(_SC("opMod"), &Vector4::operator %) .Func(_SC("opAddS"), &Vector4::operator +) .Func(_SC("opSubS"), &Vector4::operator -) .Func(_SC("opMulS"), &Vector4::operator *) .Func(_SC("opDivS"), &Vector4::operator /) .Func(_SC("opModS"), &Vector4::operator %) .Func(_SC("opUnPlus"), &Vector4::operator +) .Func(_SC("opUnMinus"), &Vector4::operator -) .Func(_SC("opEqual"), &Vector4::operator ==) .Func(_SC("opNotEqual"), &Vector4::operator !=) .Func(_SC("opLessThan"), &Vector4::operator <) .Func(_SC("opGreaterThan"), &Vector4::operator >) .Func(_SC("opLessEqual"), &Vector4::operator <=) .Func(_SC("opGreaterEqual"), &Vector4::operator >=) // Static Overloads .StaticOverload< const Vector4 & (*)(CSStr) >(_SC("FromStr"), &GetVector4) .StaticOverload< const Vector4 & (*)(CSStr, SQChar) >(_SC("FromStr"), &GetVector4) ); } } // Namespace:: SqMod