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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Base/Sphere.cpp

528 lines
15 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Base/Sphere.hpp"
#include "Base/Shared.hpp"
#include "Library/Random.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
const Sphere Sphere::NIL = Sphere();
const Sphere Sphere::MIN = Sphere(0.0);
const Sphere Sphere::MAX = Sphere(NumLimit< Sphere::Value >::Max);
// ------------------------------------------------------------------------------------------------
SQChar Sphere::Delim = ',';
// ------------------------------------------------------------------------------------------------
Sphere::Sphere()
: pos(0.0), rad(0.0)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere::Sphere(Value rv)
: pos(0.0), rad(rv)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere::Sphere(const Vector3 & pv, Value rv)
: pos(pv), rad(rv)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere::Sphere(Value xv, Value yv, Value zv, Value rv)
: pos(xv, yv, zv), rad(rv)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere::Sphere(const Sphere & o)
: pos(o.pos), rad(o.rad)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere::~Sphere()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator = (const Sphere & o)
{
pos = o.pos;
rad = o.rad;
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator = (Value r)
{
rad = r;
return *this;
}
Sphere & Sphere::operator = (const Vector3 & p)
{
pos = p;
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator += (const Sphere & s)
{
pos += s.pos;
rad += s.rad;
return *this;
}
Sphere & Sphere::operator -= (const Sphere & s)
{
pos -= s.pos;
rad -= s.rad;
return *this;
}
Sphere & Sphere::operator *= (const Sphere & s)
{
pos *= s.pos;
rad *= s.rad;
return *this;
}
Sphere & Sphere::operator /= (const Sphere & s)
{
pos /= s.pos;
rad /= s.rad;
return *this;
}
Sphere & Sphere::operator %= (const Sphere & s)
{
pos %= s.pos;
rad = fmod(rad, s.rad);
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator += (Value r)
{
rad += r;
return *this;
}
Sphere & Sphere::operator -= (Value r)
{
rad -= r;
return *this;
}
Sphere & Sphere::operator *= (Value r)
{
rad *= r;
return *this;
}
Sphere & Sphere::operator /= (Value r)
{
rad /= r;
return *this;
}
Sphere & Sphere::operator %= (Value r)
{
rad = fmod(rad, r);
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator += (const Vector3 & p)
{
pos += p;
return *this;
}
Sphere & Sphere::operator -= (const Vector3 & p)
{
pos -= p;
return *this;
}
Sphere & Sphere::operator *= (const Vector3 & p)
{
pos *= p;
return *this;
}
Sphere & Sphere::operator /= (const Vector3 & p)
{
pos /= p;
return *this;
}
Sphere & Sphere::operator %= (const Vector3 & p)
{
pos %= p;
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere & Sphere::operator ++ ()
{
++pos;
++rad;
return *this;
}
Sphere & Sphere::operator -- ()
{
--pos;
--rad;
return *this;
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::operator ++ (int)
{
Sphere state(*this);
++pos;
++rad;
return state;
}
Sphere Sphere::operator -- (int)
{
Sphere state(*this);
--pos;
--rad;
return state;
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::operator + (const Sphere & s) const
{
return Sphere(pos + s.pos, rad + s.rad);
}
Sphere Sphere::operator - (const Sphere & s) const
{
return Sphere(pos - s.pos, rad - s.rad);
}
Sphere Sphere::operator * (const Sphere & s) const
{
return Sphere(pos * s.pos, rad * s.rad);
}
Sphere Sphere::operator / (const Sphere & s) const
{
return Sphere(pos / s.pos, rad / s.rad);
}
Sphere Sphere::operator % (const Sphere & s) const
{
return Sphere(pos % s.pos, fmod(rad, s.rad));
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::operator + (Value r) const
{
return Sphere(rad + r);
}
Sphere Sphere::operator - (Value r) const
{
return Sphere(rad - r);
}
Sphere Sphere::operator * (Value r) const
{
return Sphere(rad * r);
}
Sphere Sphere::operator / (Value r) const
{
return Sphere(rad / r);
}
Sphere Sphere::operator % (Value r) const
{
return Sphere(fmod(rad, r));
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::operator + (const Vector3 & p) const
{
return Sphere(pos + p, rad);
}
Sphere Sphere::operator - (const Vector3 & p) const
{
return Sphere(pos - p, rad);
}
Sphere Sphere::operator * (const Vector3 & p) const
{
return Sphere(pos * p, rad);
}
Sphere Sphere::operator / (const Vector3 & p) const
{
return Sphere(pos / p, rad);
}
Sphere Sphere::operator % (const Vector3 & p) const
{
return Sphere(pos % p, rad);
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::operator + () const
{
return Sphere(pos.Abs(), fabs(rad));
}
Sphere Sphere::operator - () const
{
return Sphere(-pos, -rad);
}
// ------------------------------------------------------------------------------------------------
bool Sphere::operator == (const Sphere & s) const
{
return EpsEq(rad, s.rad) && (pos == s.pos);
}
bool Sphere::operator != (const Sphere & s) const
{
return !EpsEq(rad, s.rad) && (pos != s.pos);
}
bool Sphere::operator < (const Sphere & s) const
{
return EpsLt(rad, s.rad) && (pos < s.pos);
}
bool Sphere::operator > (const Sphere & s) const
{
return EpsGt(rad, s.rad) && (pos > s.pos);
}
bool Sphere::operator <= (const Sphere & s) const
{
return EpsLtEq(rad, s.rad) && (pos <= s.pos);
}
bool Sphere::operator >= (const Sphere & s) const
{
return EpsGtEq(rad, s.rad) && (pos >= s.pos);
}
// ------------------------------------------------------------------------------------------------
Int32 Sphere::Cmp(const Sphere & o) const
{
if (*this == o)
return 0;
else if (*this > o)
return 1;
else
return -1;
}
// ------------------------------------------------------------------------------------------------
CSStr Sphere::ToString() const
{
return ToStringF("%f,%f,%f,%f", pos.x, pos.y, pos.z, rad);
}
// ------------------------------------------------------------------------------------------------
void Sphere::Set(Value nr)
{
rad = nr;
}
void Sphere::Set(const Sphere & ns)
{
pos = ns.pos;
rad = ns.rad;
}
void Sphere::Set(const Vector3 & np)
{
pos = np;
}
void Sphere::Set(const Vector3 & np, Value nr)
{
pos = np;
rad = nr;
}
// ------------------------------------------------------------------------------------------------
void Sphere::Set(Value nx, Value ny, Value nz)
{
pos.Set(nx, ny, nz);
}
void Sphere::Set(Value nx, Value ny, Value nz, Value nr)
{
pos.Set(nx, ny, nz);
rad = nr;
}
// ------------------------------------------------------------------------------------------------
void Sphere::Set(CSStr values, SQChar delim)
{
Set(GetSphere(values, delim));
}
// ------------------------------------------------------------------------------------------------
void Sphere::Generate()
{
pos.Generate();
rad = GetRandomFloat32();
}
void Sphere::Generate(Value min, Value max, bool r)
{
if (EpsLt(max, min))
{
SqThrow("max value is lower than min value");
}
else if (r)
{
rad = GetRandomFloat32(min, max);
}
else
{
pos.Generate(min, max);
}
}
void Sphere::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax)
{
pos.Generate(xmin, xmax, ymin, ymax, zmin, zmax);
}
void Sphere::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax, Value rmin, Value rmax)
{
if (EpsLt(rmax, rmin))
{
SqThrow("max value is lower than min value");
}
else
{
pos.Generate(xmin, xmax, ymin, ymax, zmin, zmax);
rad = GetRandomFloat32(rmin, rmax);
}
}
// ------------------------------------------------------------------------------------------------
Sphere Sphere::Abs() const
{
return Sphere(pos.Abs(), fabs(rad));
}
// ================================================================================================
void Register_Sphere(HSQUIRRELVM vm)
{
typedef Sphere::Value Val;
RootTable(vm).Bind(_SC("Sphere"), Class< Sphere >(vm, _SC("Sphere"))
/* Constructors */
.Ctor()
.Ctor< Val >()
.Ctor< const Vector3 &, Val >()
.Ctor< Val, Val, Val, Val >()
/* Static Members */
.SetStaticValue(_SC("Delim"), &Sphere::Delim)
/* Member Variables */
.Var(_SC("pos"), &Sphere::pos)
.Var(_SC("rad"), &Sphere::rad)
/* Properties */
.Prop(_SC("abs"), &Sphere::Abs)
/* Core Metamethods */
.Func(_SC("_tostring"), &Sphere::ToString)
.Func(_SC("_cmp"), &Sphere::Cmp)
/* Metamethods */
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("_add"), &Sphere::operator +)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("_sub"), &Sphere::operator -)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("_mul"), &Sphere::operator *)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("_div"), &Sphere::operator /)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("_modulo"), &Sphere::operator %)
.Func<Sphere (Sphere::*)(void) const>(_SC("_unm"), &Sphere::operator -)
/* Setters */
.Overload<void (Sphere::*)(const Sphere &)>(_SC("Set"), &Sphere::Set)
.Overload<void (Sphere::*)(const Vector3 &, Val)>(_SC("Set"), &Sphere::Set)
.Overload<void (Sphere::*)(Val, Val, Val, Val)>(_SC("Set"), &Sphere::Set)
.Overload<void (Sphere::*)(Val)>(_SC("SetRad"), &Sphere::Set)
.Overload<void (Sphere::*)(const Vector3 &)>(_SC("SetVec3"), &Sphere::Set)
.Overload<void (Sphere::*)(Val, Val, Val)>(_SC("SetVec3"), &Sphere::Set)
.Overload<void (Sphere::*)(CSStr, SQChar)>(_SC("SetStr"), &Sphere::Set)
/* Utility Methods */
.Func(_SC("Clear"), &Sphere::Clear)
/* Operator Exposure */
.Func<Sphere & (Sphere::*)(const Sphere &)>(_SC("opAddAssign"), &Sphere::operator +=)
.Func<Sphere & (Sphere::*)(const Sphere &)>(_SC("opSubAssign"), &Sphere::operator -=)
.Func<Sphere & (Sphere::*)(const Sphere &)>(_SC("opMulAssign"), &Sphere::operator *=)
.Func<Sphere & (Sphere::*)(const Sphere &)>(_SC("opDivAssign"), &Sphere::operator /=)
.Func<Sphere & (Sphere::*)(const Sphere &)>(_SC("opModAssign"), &Sphere::operator %=)
.Func<Sphere & (Sphere::*)(Sphere::Value)>(_SC("opAddAssignR"), &Sphere::operator +=)
.Func<Sphere & (Sphere::*)(Sphere::Value)>(_SC("opSubAssignR"), &Sphere::operator -=)
.Func<Sphere & (Sphere::*)(Sphere::Value)>(_SC("opMulAssignR"), &Sphere::operator *=)
.Func<Sphere & (Sphere::*)(Sphere::Value)>(_SC("opDivAssignR"), &Sphere::operator /=)
.Func<Sphere & (Sphere::*)(Sphere::Value)>(_SC("opModAssignR"), &Sphere::operator %=)
.Func<Sphere & (Sphere::*)(const Vector3 &)>(_SC("opAddAssignP"), &Sphere::operator +=)
.Func<Sphere & (Sphere::*)(const Vector3 &)>(_SC("opSubAssignP"), &Sphere::operator -=)
.Func<Sphere & (Sphere::*)(const Vector3 &)>(_SC("opMulAssignP"), &Sphere::operator *=)
.Func<Sphere & (Sphere::*)(const Vector3 &)>(_SC("opDivAssignP"), &Sphere::operator /=)
.Func<Sphere & (Sphere::*)(const Vector3 &)>(_SC("opModAssignP"), &Sphere::operator %=)
.Func<Sphere & (Sphere::*)(void)>(_SC("opPreInc"), &Sphere::operator ++)
.Func<Sphere & (Sphere::*)(void)>(_SC("opPreDec"), &Sphere::operator --)
.Func<Sphere (Sphere::*)(int)>(_SC("opPostInc"), &Sphere::operator ++)
.Func<Sphere (Sphere::*)(int)>(_SC("opPostDec"), &Sphere::operator --)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("opAdd"), &Sphere::operator +)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("opSub"), &Sphere::operator -)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("opMul"), &Sphere::operator *)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("opDiv"), &Sphere::operator /)
.Func<Sphere (Sphere::*)(const Sphere &) const>(_SC("opMod"), &Sphere::operator %)
.Func<Sphere (Sphere::*)(Sphere::Value) const>(_SC("opAddR"), &Sphere::operator +)
.Func<Sphere (Sphere::*)(Sphere::Value) const>(_SC("opSubR"), &Sphere::operator -)
.Func<Sphere (Sphere::*)(Sphere::Value) const>(_SC("opMulR"), &Sphere::operator *)
.Func<Sphere (Sphere::*)(Sphere::Value) const>(_SC("opDivR"), &Sphere::operator /)
.Func<Sphere (Sphere::*)(Sphere::Value) const>(_SC("opModR"), &Sphere::operator %)
.Func<Sphere (Sphere::*)(const Vector3 &) const>(_SC("opAddP"), &Sphere::operator +)
.Func<Sphere (Sphere::*)(const Vector3 &) const>(_SC("opSubP"), &Sphere::operator -)
.Func<Sphere (Sphere::*)(const Vector3 &) const>(_SC("opMulP"), &Sphere::operator *)
.Func<Sphere (Sphere::*)(const Vector3 &) const>(_SC("opDivP"), &Sphere::operator /)
.Func<Sphere (Sphere::*)(const Vector3 &) const>(_SC("opModP"), &Sphere::operator %)
.Func<Sphere (Sphere::*)(void) const>(_SC("opUnPlus"), &Sphere::operator +)
.Func<Sphere (Sphere::*)(void) const>(_SC("opUnMinus"), &Sphere::operator -)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opEqual"), &Sphere::operator ==)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opNotEqual"), &Sphere::operator !=)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opLessThan"), &Sphere::operator <)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opGreaterThan"), &Sphere::operator >)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opLessEqual"), &Sphere::operator <=)
.Func<bool (Sphere::*)(const Sphere &) const>(_SC("opGreaterEqual"), &Sphere::operator >=)
);
}
} // Namespace:: SqMod