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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 16:57:16 +01:00
SqMod/module/Base/Vector4.cpp
Sandu Liviu Catalin 4a6bfc086c Major plugin refactor and cleanup.
Switched to POCO library for unified platform/library interface.
Deprecated the external module API. It was creating more problems than solving.
Removed most built-in libraries in favor of system libraries for easier maintenance.
Cleaned and secured code with help from static analyzers.
2021-01-30 08:51:39 +02:00

556 lines
16 KiB
C++

// ------------------------------------------------------------------------------------------------
#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