mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-09 01:07:16 +01:00
ec88d0ae30
Added a few extra constants for numeric limits.
498 lines
15 KiB
C++
498 lines
15 KiB
C++
// ------------------------------------------------------------------------------------------------
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#include "Base/Vector3.hpp"
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#include "Base/Vector4.hpp"
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#include "Base/Quaternion.hpp"
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#include "Base/Shared.hpp"
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#include "Library/Random.hpp"
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// ------------------------------------------------------------------------------------------------
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#include <limits>
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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const Vector3 Vector3::NIL = Vector3(0);
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const Vector3 Vector3::MIN = Vector3(std::numeric_limits< Vector3::Value >::min());
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const Vector3 Vector3::MAX = Vector3(std::numeric_limits< Vector3::Value >::max());
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// ------------------------------------------------------------------------------------------------
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SQChar Vector3::Delim = ',';
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// ------------------------------------------------------------------------------------------------
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SQInteger Vector3::Typename(HSQUIRRELVM vm)
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{
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static SQChar name[] = _SC("Vector3");
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sq_pushstring(vm, name, sizeof(name));
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return 1;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Vector3()
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: x(0.0), y(0.0), z(0.0)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Vector3(Value sv)
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: x(sv), y(sv), z(sv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Vector3(Value xv, Value yv, Value zv)
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: x(xv), y(yv), z(zv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator = (Value s)
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{
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x = s;
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y = s;
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z = s;
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return *this;
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}
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Vector3 & Vector3::operator = (const Vector4 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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return *this;
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}
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Vector3 & Vector3::operator = (const Quaternion & q)
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{
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x = q.x;
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y = q.y;
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z = q.z;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator += (const Vector3 & v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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Vector3 & Vector3::operator -= (const Vector3 & v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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Vector3 & Vector3::operator *= (const Vector3 & v)
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{
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x *= v.x;
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y *= v.y;
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z *= v.z;
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return *this;
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}
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Vector3 & Vector3::operator /= (const Vector3 & v)
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{
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x /= v.x;
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y /= v.y;
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z /= v.z;
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return *this;
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}
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Vector3 & Vector3::operator %= (const Vector3 & v)
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{
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x = fmod(x, v.x);
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y = fmod(y, v.y);
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z = fmod(z, v.z);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator += (Value s)
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{
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x += s;
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y += s;
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z += s;
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return *this;
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}
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Vector3 & Vector3::operator -= (Value s)
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{
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x -= s;
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y -= s;
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z -= s;
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return *this;
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}
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Vector3 & Vector3::operator *= (Value s)
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{
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x *= s;
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y *= s;
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z *= s;
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return *this;
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}
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Vector3 & Vector3::operator /= (Value s)
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{
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x /= s;
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y /= s;
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z /= s;
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return *this;
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}
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Vector3 & Vector3::operator %= (Value s)
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{
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x = fmod(x, s);
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y = fmod(y, s);
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z = fmod(z, s);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator ++ ()
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{
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++x;
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++y;
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++z;
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return *this;
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}
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Vector3 & Vector3::operator -- ()
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{
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--x;
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--y;
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--z;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator ++ (int)
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{
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Vector3 state(*this);
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++x;
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++y;
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++z;
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return state;
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}
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Vector3 Vector3::operator -- (int)
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{
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Vector3 state(*this);
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--x;
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--y;
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--z;
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return state;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator + (const Vector3 & v) const
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{
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return Vector3(x + v.x, y + v.y, z + v.z);
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}
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Vector3 Vector3::operator - (const Vector3 & v) const
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{
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return Vector3(x - v.x, y - v.y, z - v.z);
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}
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Vector3 Vector3::operator * (const Vector3 & v) const
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{
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return Vector3(x * v.x, y * v.y, z * v.z);
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}
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Vector3 Vector3::operator / (const Vector3 & v) const
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{
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return Vector3(x / v.x, y / v.y, z / v.z);
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}
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Vector3 Vector3::operator % (const Vector3 & v) const
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{
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return Vector3(fmod(x, v.x), fmod(y, v.y), fmod(z, v.z));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator + (Value s) const
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{
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return Vector3(x + s, y + s, z + s);
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}
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Vector3 Vector3::operator - (Value s) const
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{
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return Vector3(x - s, y - s, z - s);
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}
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Vector3 Vector3::operator * (Value s) const
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{
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return Vector3(x * s, y * s, z * s);
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}
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Vector3 Vector3::operator / (Value s) const
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{
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return Vector3(x / s, y / s, z / s);
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}
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Vector3 Vector3::operator % (Value s) const
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{
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return Vector3(fmod(x, s), fmod(y, s), fmod(z, s));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator + () const
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{
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return Vector3(fabs(x), fabs(y), fabs(z));
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}
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Vector3 Vector3::operator - () const
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{
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return Vector3(-x, -y, -z);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector3::operator == (const Vector3 & v) const
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{
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return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z);
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}
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bool Vector3::operator != (const Vector3 & v) const
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{
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return !EpsEq(x, v.x) && !EpsEq(y, v.y) && !EpsEq(z, v.z);
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}
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bool Vector3::operator < (const Vector3 & v) const
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{
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return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z);
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}
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bool Vector3::operator > (const Vector3 & v) const
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{
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return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z);
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}
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bool Vector3::operator <= (const Vector3 & v) const
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{
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return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z);
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}
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bool Vector3::operator >= (const Vector3 & v) const
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{
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return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z);
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}
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// ------------------------------------------------------------------------------------------------
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Int32 Vector3::Cmp(const Vector3 & o) const
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{
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if (*this == o)
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return 0;
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else if (*this > o)
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return 1;
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else
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return -1;
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}
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// ------------------------------------------------------------------------------------------------
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CSStr Vector3::ToString() const
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{
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return ToStrF("%f,%f,%f", x, y, z);
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::Set(Value ns)
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{
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x = ns;
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y = ns;
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z = ns;
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}
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void Vector3::Set(Value nx, Value ny, Value nz)
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{
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x = nx;
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y = ny;
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z = nz;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::Set(const Vector3 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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void Vector3::Set(const Vector4 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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void Vector3::Set(const Quaternion & q)
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{
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x = q.x;
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y = q.y;
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z = q.z;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::Set(CSStr values, SQChar delim)
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{
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Set(GetVector3(values, delim));
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::Generate()
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{
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x = GetRandomFloat32();
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y = GetRandomFloat32();
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z = GetRandomFloat32();
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}
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void Vector3::Generate(Value min, Value max)
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{
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if (EpsLt(max, min))
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STHROWF("max value is lower than min value");
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x = GetRandomFloat32(min, max);
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y = GetRandomFloat32(min, max);
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z = GetRandomFloat32(min, max);
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}
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void Vector3::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax)
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{
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if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin))
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STHROWF("max value is lower than min value");
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x = GetRandomFloat32(xmin, xmax);
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y = GetRandomFloat32(ymin, ymax);
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z = GetRandomFloat32(zmin, zmax);
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::Abs() const
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{
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return Vector3(fabs(x), fabs(y), fabs(z));
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}
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// ------------------------------------------------------------------------------------------------
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const Vector3 & GetVector3(CSStr str)
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{
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return GetVector3(str, Vector3::Delim);
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}
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// ------------------------------------------------------------------------------------------------
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const Vector3 & GetVector3(CSStr str, SQChar delim)
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{
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// The format specifications that will be used to scan the string
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static SQChar fs[] = _SC(" %f , %f , %f ");
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static Vector3 vec;
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// Clear previous values, if any
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vec.Clear();
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// Is the specified string empty?
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if (!str || *str == '\0')
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{
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return vec; // Return the value as is!
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}
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// Assign the specified delimiter
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fs[4] = delim;
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fs[9] = delim;
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// Attempt to extract the component values from the specified string
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sscanf(str, &fs[0], &vec.x, &vec.y, &vec.z);
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// Return the resulted value
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return vec;
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}
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// ================================================================================================
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void Register_Vector3(HSQUIRRELVM vm)
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{
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typedef Vector3::Value Val;
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RootTable(vm).Bind(_SC("Vector3"), Class< Vector3 >(vm, _SC("Vector3"))
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/* Constructors */
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.Ctor()
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.Ctor< Val >()
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.Ctor< Val, Val, Val >()
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/* Static Members */
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.SetStaticValue(_SC("Delim"), &Vector3::Delim)
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/* Member Variables */
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.Var(_SC("x"), &Vector3::x)
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.Var(_SC("y"), &Vector3::y)
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.Var(_SC("z"), &Vector3::z)
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/* Properties */
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.Prop(_SC("abs"), &Vector3::Abs)
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/* Core Metamethods */
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.Func(_SC("_tostring"), &Vector3::ToString)
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.SquirrelFunc(_SC("_typename"), &Vector3::Typename)
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.Func(_SC("_cmp"), &Vector3::Cmp)
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/* Metamethods */
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("_add"), &Vector3::operator +)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("_sub"), &Vector3::operator -)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("_mul"), &Vector3::operator *)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("_div"), &Vector3::operator /)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("_modulo"), &Vector3::operator %)
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.Func<Vector3 (Vector3::*)(void) const>(_SC("_unm"), &Vector3::operator -)
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/* Setters */
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.Overload<void (Vector3::*)(Val)>(_SC("Set"), &Vector3::Set)
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.Overload<void (Vector3::*)(Val, Val, Val)>(_SC("Set"), &Vector3::Set)
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.Overload<void (Vector3::*)(const Vector3 &)>(_SC("SetVec3"), &Vector3::Set)
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.Overload<void (Vector3::*)(const Vector4 &)>(_SC("SetVec4"), &Vector3::Set)
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.Overload<void (Vector3::*)(const Quaternion &)>(_SC("SetQuat"), &Vector3::Set)
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.Overload<void (Vector3::*)(CSStr, SQChar)>(_SC("SetStr"), &Vector3::Set)
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/* Random Generators */
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.Overload<void (Vector3::*)(void)>(_SC("Generate"), &Vector3::Generate)
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.Overload<void (Vector3::*)(Val, Val)>(_SC("Generate"), &Vector3::Generate)
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.Overload<void (Vector3::*)(Val, Val, Val, Val, Val, Val)>(_SC("Generate"), &Vector3::Generate)
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/* Utility Methods */
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.Func(_SC("Clear"), &Vector3::Clear)
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/* Operator Exposure */
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.Func<Vector3 & (Vector3::*)(const Vector3 &)>(_SC("opAddAssign"), &Vector3::operator +=)
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.Func<Vector3 & (Vector3::*)(const Vector3 &)>(_SC("opSubAssign"), &Vector3::operator -=)
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.Func<Vector3 & (Vector3::*)(const Vector3 &)>(_SC("opMulAssign"), &Vector3::operator *=)
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.Func<Vector3 & (Vector3::*)(const Vector3 &)>(_SC("opDivAssign"), &Vector3::operator /=)
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.Func<Vector3 & (Vector3::*)(const Vector3 &)>(_SC("opModAssign"), &Vector3::operator %=)
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.Func<Vector3 & (Vector3::*)(Vector3::Value)>(_SC("opAddAssignS"), &Vector3::operator +=)
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.Func<Vector3 & (Vector3::*)(Vector3::Value)>(_SC("opSubAssignS"), &Vector3::operator -=)
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.Func<Vector3 & (Vector3::*)(Vector3::Value)>(_SC("opMulAssignS"), &Vector3::operator *=)
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.Func<Vector3 & (Vector3::*)(Vector3::Value)>(_SC("opDivAssignS"), &Vector3::operator /=)
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.Func<Vector3 & (Vector3::*)(Vector3::Value)>(_SC("opModAssignS"), &Vector3::operator %=)
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.Func<Vector3 & (Vector3::*)(void)>(_SC("opPreInc"), &Vector3::operator ++)
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.Func<Vector3 & (Vector3::*)(void)>(_SC("opPreDec"), &Vector3::operator --)
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.Func<Vector3 (Vector3::*)(int)>(_SC("opPostInc"), &Vector3::operator ++)
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.Func<Vector3 (Vector3::*)(int)>(_SC("opPostDec"), &Vector3::operator --)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("opAdd"), &Vector3::operator +)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("opSub"), &Vector3::operator -)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("opMul"), &Vector3::operator *)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("opDiv"), &Vector3::operator /)
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.Func<Vector3 (Vector3::*)(const Vector3 &) const>(_SC("opMod"), &Vector3::operator %)
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.Func<Vector3 (Vector3::*)(Vector3::Value) const>(_SC("opAddS"), &Vector3::operator +)
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.Func<Vector3 (Vector3::*)(Vector3::Value) const>(_SC("opSubS"), &Vector3::operator -)
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.Func<Vector3 (Vector3::*)(Vector3::Value) const>(_SC("opMulS"), &Vector3::operator *)
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.Func<Vector3 (Vector3::*)(Vector3::Value) const>(_SC("opDivS"), &Vector3::operator /)
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.Func<Vector3 (Vector3::*)(Vector3::Value) const>(_SC("opModS"), &Vector3::operator %)
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.Func<Vector3 (Vector3::*)(void) const>(_SC("opUnPlus"), &Vector3::operator +)
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.Func<Vector3 (Vector3::*)(void) const>(_SC("opUnMinus"), &Vector3::operator -)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opEqual"), &Vector3::operator ==)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opNotEqual"), &Vector3::operator !=)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opLessThan"), &Vector3::operator <)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opGreaterThan"), &Vector3::operator >)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opLessEqual"), &Vector3::operator <=)
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.Func<bool (Vector3::*)(const Vector3 &) const>(_SC("opGreaterEqual"), &Vector3::operator >=)
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// Static Overloads
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.StaticOverload< const Vector3 & (*)(CSStr) >(_SC("FromStr"), &GetVector3)
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.StaticOverload< const Vector3 & (*)(CSStr, SQChar) >(_SC("FromStr"), &GetVector3)
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);
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}
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} // Namespace:: SqMod
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