// ------------------------------------------------------------------------------------------------ #include "Base/Vector3.hpp" #include "Base/Vector4.hpp" #include "Base/Quaternion.hpp" #include "Base/Shared.hpp" #include "Library/Random.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ const Vector3 Vector3::NIL = Vector3(0); const Vector3 Vector3::MIN = Vector3(NumLimit< Vector3::Value >::Min); const Vector3 Vector3::MAX = Vector3(NumLimit< Vector3::Value >::Max); // ------------------------------------------------------------------------------------------------ SQChar Vector3::Delim = ','; // ------------------------------------------------------------------------------------------------ Vector3::Vector3() : x(0.0), y(0.0), z(0.0) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value sv) : x(sv), y(sv), z(sv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value xv, Value yv, Value zv) : x(xv), y(yv), z(zv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(const Vector3 & o) : x(o.x), y(o.y), z(o.z) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::~Vector3() { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (const Vector3 & o) { x = o.x; y = o.y; z = o.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (Value s) { x = s; y = s; z = s; return *this; } Vector3 & Vector3::operator = (const Vector4 & v) { x = v.x; y = v.y; z = v.z; return *this; } Vector3 & Vector3::operator = (const Quaternion & q) { x = q.x; y = q.y; z = q.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (const Vector3 & v) { x += v.x; y += v.y; z += v.z; return *this; } Vector3 & Vector3::operator -= (const Vector3 & v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Vector3 & Vector3::operator *= (const Vector3 & v) { x *= v.x; y *= v.y; z *= v.z; return *this; } Vector3 & Vector3::operator /= (const Vector3 & v) { x /= v.x; y /= v.y; z /= v.z; return *this; } Vector3 & Vector3::operator %= (const Vector3 & v) { x = fmod(x, v.x); y = fmod(y, v.y); z = fmod(z, v.z); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (Value s) { x += s; y += s; z += s; return *this; } Vector3 & Vector3::operator -= (Value s) { x -= s; y -= s; z -= s; return *this; } Vector3 & Vector3::operator *= (Value s) { x *= s; y *= s; z *= s; return *this; } Vector3 & Vector3::operator /= (Value s) { x /= s; y /= s; z /= s; return *this; } Vector3 & Vector3::operator %= (Value s) { x = fmod(x, s); y = fmod(y, s); z = fmod(z, s); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator ++ () { ++x; ++y; ++z; return *this; } Vector3 & Vector3::operator -- () { --x; --y; --z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator ++ (int) { Vector3 state(*this); ++x; ++y; ++z; return state; } Vector3 Vector3::operator -- (int) { Vector3 state(*this); --x; --y; --z; return state; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (const Vector3 & v) const { return Vector3(x + v.x, y + v.y, z + v.z); } Vector3 Vector3::operator - (const Vector3 & v) const { return Vector3(x - v.x, y - v.y, z - v.z); } Vector3 Vector3::operator * (const Vector3 & v) const { return Vector3(x * v.x, y * v.y, z * v.z); } Vector3 Vector3::operator / (const Vector3 & v) const { return Vector3(x / v.x, y / v.y, z / v.z); } Vector3 Vector3::operator % (const Vector3 & v) const { return Vector3(fmod(x, v.x), fmod(y, v.y), fmod(z, v.z)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (Value s) const { return Vector3(x + s, y + s, z + s); } Vector3 Vector3::operator - (Value s) const { return Vector3(x - s, y - s, z - s); } Vector3 Vector3::operator * (Value s) const { return Vector3(x * s, y * s, z * s); } Vector3 Vector3::operator / (Value s) const { return Vector3(x / s, y / s, z / s); } Vector3 Vector3::operator % (Value s) const { return Vector3(fmod(x, s), fmod(y, s), fmod(z, s)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + () const { return Vector3(fabs(x), fabs(y), fabs(z)); } Vector3 Vector3::operator - () const { return Vector3(-x, -y, -z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator == (const Vector3 & v) const { return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z); } bool Vector3::operator != (const Vector3 & v) const { return !EpsEq(x, v.x) && !EpsEq(y, v.y) && !EpsEq(z, v.z); } bool Vector3::operator < (const Vector3 & v) const { return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z); } bool Vector3::operator > (const Vector3 & v) const { return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z); } bool Vector3::operator <= (const Vector3 & v) const { return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z); } bool Vector3::operator >= (const Vector3 & v) const { return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z); } // ------------------------------------------------------------------------------------------------ Int32 Vector3::Cmp(const Vector3 & o) const { if (*this == o) return 0; else if (*this > o) return 1; else return -1; } // ------------------------------------------------------------------------------------------------ CSStr Vector3::ToString() const { return ToStringF("%f,%f,%f", x, y, z); } // ------------------------------------------------------------------------------------------------ void Vector3::Set(Value ns) { x = ns; y = ns; z = ns; } void Vector3::Set(Value nx, Value ny, Value nz) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector3::Set(const Vector3 & v) { x = v.x; y = v.y; z = v.z; } void Vector3::Set(const Vector4 & v) { x = v.x; y = v.y; z = v.z; } void Vector3::Set(const Quaternion & q) { x = q.x; y = q.y; z = q.z; } // ------------------------------------------------------------------------------------------------ void Vector3::Set(CSStr values, SQChar delim) { Set(GetVector3(values, delim)); } // ------------------------------------------------------------------------------------------------ void Vector3::Generate() { x = GetRandomFloat32(); y = GetRandomFloat32(); z = GetRandomFloat32(); } void Vector3::Generate(Value min, Value max) { if (EpsLt(max, min)) { SqThrow("max value is lower than min value"); } else { x = GetRandomFloat32(min, max); y = GetRandomFloat32(min, max); z = GetRandomFloat32(min, max); } } void Vector3::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax) { if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin)) { SqThrow("max value is lower than min value"); } else { x = GetRandomFloat32(xmin, xmax); y = GetRandomFloat32(ymin, ymax); z = GetRandomFloat32(zmin, zmax); } } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Abs() const { return Vector3(fabs(x), fabs(y), fabs(z)); } // ================================================================================================ void Register_Vector3(HSQUIRRELVM vm) { typedef Vector3::Value Val; RootTable(vm).Bind(_SC("Vector3"), Class< Vector3 >(vm, _SC("Vector3")) /* Constructors */ .Ctor() .Ctor< Val >() .Ctor< Val, Val, Val >() /* Static Members */ .SetStaticValue(_SC("Delim"), &Vector3::Delim) /* Member Variables */ .Var(_SC("x"), &Vector3::x) .Var(_SC("y"), &Vector3::y) .Var(_SC("z"), &Vector3::z) /* Properties */ .Prop(_SC("abs"), &Vector3::Abs) /* Core Metamethods */ .Func(_SC("_tostring"), &Vector3::ToString) .Func(_SC("_cmp"), &Vector3::Cmp) /* Metamethods */ .Func(_SC("_add"), &Vector3::operator +) .Func(_SC("_sub"), &Vector3::operator -) .Func(_SC("_mul"), &Vector3::operator *) .Func(_SC("_div"), &Vector3::operator /) .Func(_SC("_modulo"), &Vector3::operator %) .Func(_SC("_unm"), &Vector3::operator -) /* Setters */ .Overload(_SC("Set"), &Vector3::Set) .Overload(_SC("Set"), &Vector3::Set) .Overload(_SC("SetVec3"), &Vector3::Set) .Overload(_SC("SetVec4"), &Vector3::Set) .Overload(_SC("SetQuat"), &Vector3::Set) .Overload(_SC("SetStr"), &Vector3::Set) /* Random Generators */ .Overload(_SC("Generate"), &Vector3::Generate) .Overload(_SC("Generate"), &Vector3::Generate) .Overload(_SC("Generate"), &Vector3::Generate) /* Utility Methods */ .Func(_SC("Clear"), &Vector3::Clear) /* Operator Exposure */ .Func(_SC("opAddAssign"), &Vector3::operator +=) .Func(_SC("opSubAssign"), &Vector3::operator -=) .Func(_SC("opMulAssign"), &Vector3::operator *=) .Func(_SC("opDivAssign"), &Vector3::operator /=) .Func(_SC("opModAssign"), &Vector3::operator %=) .Func(_SC("opAddAssignS"), &Vector3::operator +=) .Func(_SC("opSubAssignS"), &Vector3::operator -=) .Func(_SC("opMulAssignS"), &Vector3::operator *=) .Func(_SC("opDivAssignS"), &Vector3::operator /=) .Func(_SC("opModAssignS"), &Vector3::operator %=) .Func(_SC("opPreInc"), &Vector3::operator ++) .Func(_SC("opPreDec"), &Vector3::operator --) .Func(_SC("opPostInc"), &Vector3::operator ++) .Func(_SC("opPostDec"), &Vector3::operator --) .Func(_SC("opAdd"), &Vector3::operator +) .Func(_SC("opSub"), &Vector3::operator -) .Func(_SC("opMul"), &Vector3::operator *) .Func(_SC("opDiv"), &Vector3::operator /) .Func(_SC("opMod"), &Vector3::operator %) .Func(_SC("opAddS"), &Vector3::operator +) .Func(_SC("opSubS"), &Vector3::operator -) .Func(_SC("opMulS"), &Vector3::operator *) .Func(_SC("opDivS"), &Vector3::operator /) .Func(_SC("opModS"), &Vector3::operator %) .Func(_SC("opUnPlus"), &Vector3::operator +) .Func(_SC("opUnMinus"), &Vector3::operator -) .Func(_SC("opEqual"), &Vector3::operator ==) .Func(_SC("opNotEqual"), &Vector3::operator !=) .Func(_SC("opLessThan"), &Vector3::operator <) .Func(_SC("opGreaterThan"), &Vector3::operator >) .Func(_SC("opLessEqual"), &Vector3::operator <=) .Func(_SC("opGreaterEqual"), &Vector3::operator >=) ); } } // Namespace:: SqMod