mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 16:57:16 +01:00
811 lines
29 KiB
C++
811 lines
29 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 "Base/DynArg.hpp"
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#include "Library/Numeric/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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#define STOVAL(v) static_cast< Vector3::Value >(v)
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// ------------------------------------------------------------------------------------------------
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SQMODE_DECL_TYPENAME(Typename, _SC("Vector3"))
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// ------------------------------------------------------------------------------------------------
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const Vector3 Vector3::NIL(STOVAL(0.0));
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const Vector3 Vector3::MIN(std::numeric_limits< Vector3::Value >::min());
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const Vector3 Vector3::MAX(std::numeric_limits< Vector3::Value >::max());
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const Vector3 Vector3::LEFT(STOVAL(-1.0), STOVAL(0.0), STOVAL(0.0));
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const Vector3 Vector3::RIGHT(STOVAL(1.0), STOVAL(0.0), STOVAL(0.0));
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const Vector3 Vector3::UP(STOVAL(0.0), STOVAL(1.0), STOVAL(0.0));
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const Vector3 Vector3::DOWN(STOVAL(0.0), STOVAL(-1.0), STOVAL(0.0));
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const Vector3 Vector3::FORWARD(STOVAL(0.0), STOVAL(0.0), STOVAL(1.0));
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const Vector3 Vector3::BACK(STOVAL(0.0), STOVAL(0.0), STOVAL(-1.0));
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const Vector3 Vector3::ONE(STOVAL(1.0), STOVAL(1.0), STOVAL(1.0));
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// ------------------------------------------------------------------------------------------------
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SQChar Vector3::Delim = ',';
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator %= (const Vector3 & v)
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{
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x = std::fmod(x, v.x);
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y = std::fmod(y, v.y);
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z = std::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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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Vector3 & Vector3::operator %= (Value s)
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{
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x = std::fmod(x, s);
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y = std::fmod(y, s);
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z = std::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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator % (const Vector3 & v) const
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{
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return Vector3(std::fmod(x, v.x), std::fmod(y, v.y), std::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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::operator % (Value s) const
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{
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return Vector3(std::fmod(x, s), std::fmod(y, s), std::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(std::fabs(x), std::fabs(y), std::fabs(z));
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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(-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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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// ------------------------------------------------------------------------------------------------
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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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{
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return 0;
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}
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else if (*this > o)
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{
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return 1;
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}
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else
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{
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return -1;
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}
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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::SetScalar(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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// ------------------------------------------------------------------------------------------------
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void Vector3::SetVector3(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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// ------------------------------------------------------------------------------------------------
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void Vector3::SetVector3Ex(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::SetVector4(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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// ------------------------------------------------------------------------------------------------
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void Vector3::SetVector4Ex(Value nx, Value ny, Value nz, Value /*nw*/)
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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::SetQuaternion(const Quaternion & q)
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{
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SetQuaternionEx(q.x, q.y, q.z, q.w);
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::SetQuaternionEx(Value qx, Value qy, Value qz, Value qw)
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{
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// Quick conversion to Euler angles to give tilt to user
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const Value sqx = (qx * qx), sqy = (qy * qy), sqz = (qz * qz), sqw = (qw * qw);
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y = std::asin(STOVAL(2.0) * ((qw * qy) - (qx * qz)));
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if (EpsGt((SQMOD_PI * STOVAL(0.5)) - std::abs(y), STOVAL(1e-10)))
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{
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z = std::atan2(STOVAL(2.0) * ((qx * qy) + (qw * qz)), sqx - sqy - sqz + sqw);
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x = std::atan2(STOVAL(2.0) * ((qw * qx) + (qy * qz)), sqw - sqx - sqy + sqz);
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}
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else
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{
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// Compute heading from local 'down' vector
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z = std::atan2((STOVAL(2.0) * qy * qz) - (STOVAL(2.0) * qx * qw),
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(STOVAL(2.0) * qx * qz) + (STOVAL(2.0) * qy * qw));
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x = STOVAL(0.0);
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// If facing down, reverse yaw
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if (EpsLt(y, STOVAL(0.0)))
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{
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z -= SQMOD_PI;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::SetStr(CSStr values, SQChar delim)
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{
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SetVector3(Vector3::Get(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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// ------------------------------------------------------------------------------------------------
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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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{
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STHROWF("max value is lower than min value");
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}
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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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// ------------------------------------------------------------------------------------------------
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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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{
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STHROWF("max value is lower than min value");
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}
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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(std::fabs(x), std::fabs(y), std::fabs(z));
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector3::IsNaN() const
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{
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return std::isnan(x) || std::isnan(y) || std::isnan(z);
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::GetLength() const
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{
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return std::sqrt((x * x) + (y * y) + (z * z));
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::SetLength(Value length)
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{
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Normalize();
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// Assign the specified length
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*this *= length;
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::GetLengthSquared() const
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{
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return ((x * x) + (y * y) + (z * z));
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::SetLengthSquared(Value length)
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{
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Normalize();
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// Assign the specified length
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*this *= std::sqrt(length);
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::Normalized() const
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{
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const Value len_squared = GetLengthSquared();
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if (!EpsEq(len_squared, STOVAL(1.0)) && EpsLt(len_squared, STOVAL(0.0)))
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{
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return (*this * (STOVAL(1.0) / std::sqrt(len_squared)));
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}
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else
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{
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return *this;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Vector3::Normalize()
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{
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const Value len_squared = GetLengthSquared();
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if (!EpsEq(len_squared, STOVAL(1.0)) && EpsGt(len_squared, STOVAL(0.0)))
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{
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const Value inv_len = STOVAL(1.0) / std::sqrt(len_squared);
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x *= inv_len;
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y *= inv_len;
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z *= inv_len;
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}
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::DotProduct(const Vector3 & vec) const
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{
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return ((x * vec.x) + (y * vec.y) + (z * vec.z));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::AbsDotProduct(const Vector3 & vec) const
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{
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return (std::abs(x * vec.x) + std::abs(y * vec.y) + std::abs(z * vec.z));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Vector3::CrossProduct(const Vector3 & vec) const
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{
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return Vector3((y * vec.z) - (z * vec.y), (z * vec.x) - (x * vec.z), (x * vec.y) - (y * vec.x));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::Angle(const Vector3 & vec) const
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{
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return std::acos(DotProduct(vec) / (GetLength() * vec.GetLength()));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::GetDistanceTo(const Vector3 & vec) const
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{
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return std::sqrt(std::pow(x - vec.x, 2) + std::pow(y - vec.y, 2) + std::pow(z - vec.z, 2));
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}
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// ------------------------------------------------------------------------------------------------
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Vector3::Value Vector3::GetSquaredDistanceTo(const Vector3 & vec) const
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{
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return (std::pow(x - vec.x, 2) + std::pow(y - vec.y, 2) + std::pow(z - vec.z, 2));
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector3::IsBetweenPoints(const Vector3 & begin, const Vector3 & end) const
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{
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const Value length = (end - begin).GetLengthSquared();
|
|
return EpsLtEq(GetSquaredDistanceTo(begin), length) && EpsLtEq(GetSquaredDistanceTo(end), length);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Vector3::Interpolate(const Vector3 & a, const Vector3 & b, Value d)
|
|
{
|
|
x = STOVAL(static_cast< Float64 >(b.x) + ((a.x - b.x) * d));
|
|
y = STOVAL(static_cast< Float64 >(b.y) + ((a.y - b.y) * d));
|
|
z = STOVAL(static_cast< Float64 >(b.z) + ((a.z - b.z) * d));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
Vector3 Vector3::Interpolated(const Vector3 & vec, Value d) const
|
|
{
|
|
const Float64 inv = 1.0 - d;
|
|
return Vector3(
|
|
STOVAL((vec.x * inv) + (x * d)),
|
|
STOVAL((vec.y * inv) + (y * d)),
|
|
STOVAL((vec.z * inv) + (z * d))
|
|
);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
Vector3 Vector3::Rotated(const Vector3 & axis, Value angle) const
|
|
{
|
|
const Vector3 o(axis * axis.DotProduct(*this));
|
|
return (o + ((*this - o) * std::cos(angle)) + (axis.CrossProduct(*this) * std::sin(angle)));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Vector3::CenterRotateXZBy(Value degrees, const Vector3 & center)
|
|
{
|
|
degrees *= SQMOD_DEGTORAD;
|
|
const Value cs = std::cos(degrees);
|
|
const Value sn = std::sin(degrees);
|
|
x -= center.x;
|
|
z -= center.z;
|
|
x = static_cast< Value >((x * cs) - (z * sn)) + center.x;
|
|
z = static_cast< Value >((x * sn) + (z * cs)) + center.z;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Vector3::CenterRotateXYBy(Value degrees, const Vector3 & center)
|
|
{
|
|
degrees *= SQMOD_DEGTORAD;
|
|
const Value cs = std::cos(degrees);
|
|
const Value sn = std::sin(degrees);
|
|
x -= center.x;
|
|
y -= center.y;
|
|
x = static_cast< Value >((x * cs) - (y * sn)) + center.x;
|
|
y = static_cast< Value >((x * sn) + (y * cs)) + center.y;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Vector3::CenterRotateYZBy(Value degrees, const Vector3 & center)
|
|
{
|
|
degrees *= SQMOD_DEGTORAD;
|
|
const Value cs = std::cos(degrees);
|
|
const Value sn = std::sin(degrees);
|
|
z -= center.z;
|
|
y -= center.y;
|
|
y = static_cast< Value >((y * cs) - (z * sn)) + center.z;
|
|
z = static_cast< Value >((y * sn) + (z * cs)) + center.y;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & Vector3::Get(CSStr str)
|
|
{
|
|
return Vector3::Get(str, Vector3::Delim);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & Vector3::Get(CSStr str, SQChar delim)
|
|
{
|
|
// The format specifications that will be used to scan the string
|
|
static SQChar fs[] = _SC(" %f , %f , %f ");
|
|
static Vector3 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;
|
|
// Attempt to extract the component values from the specified string
|
|
std::sscanf(str, &fs[0], &vec.x, &vec.y, &vec.z);
|
|
// Return the resulted value
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & GetVector3()
|
|
{
|
|
static Vector3 vec;
|
|
vec.Clear();
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & GetVector3(Float32 sv)
|
|
{
|
|
static Vector3 vec;
|
|
vec.SetScalar(sv);
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & GetVector3(Float32 xv, Float32 yv, Float32 zv)
|
|
{
|
|
static Vector3 vec;
|
|
vec.SetVector3Ex(xv, yv, zv);
|
|
return vec;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const Vector3 & GetVector3(const Vector3 & o)
|
|
{
|
|
static Vector3 vec;
|
|
vec.SetVector3(o);
|
|
return vec;
|
|
}
|
|
|
|
// ================================================================================================
|
|
void Register_Vector3(HSQUIRRELVM vm)
|
|
{
|
|
typedef Vector3::Value Val;
|
|
|
|
RootTable(vm).Bind(Typename::Str,
|
|
Class< Vector3 >(vm, Typename::Str)
|
|
// Constructors
|
|
.Ctor()
|
|
.Ctor< Val >()
|
|
.Ctor< Val, Val, Val >()
|
|
// Static variables
|
|
.SetStaticValue(_SC("NIL"), &Vector3::NIL)
|
|
.SetStaticValue(_SC("MIN"), &Vector3::MIN)
|
|
.SetStaticValue(_SC("MAX"), &Vector3::MAX)
|
|
.SetStaticValue(_SC("LEFT"), &Vector3::LEFT)
|
|
.SetStaticValue(_SC("RIGHT"), &Vector3::RIGHT)
|
|
.SetStaticValue(_SC("UP"), &Vector3::UP)
|
|
.SetStaticValue(_SC("DOWN"), &Vector3::DOWN)
|
|
.SetStaticValue(_SC("FORWARD"), &Vector3::FORWARD)
|
|
.SetStaticValue(_SC("BACK"), &Vector3::BACK)
|
|
.SetStaticValue(_SC("ONE"), &Vector3::ONE)
|
|
// Member Variables
|
|
.Var(_SC("x"), &Vector3::x)
|
|
.Var(_SC("y"), &Vector3::y)
|
|
.Var(_SC("z"), &Vector3::z)
|
|
.Var(_SC("X"), &Vector3::x)
|
|
.Var(_SC("Y"), &Vector3::y)
|
|
.Var(_SC("Z"), &Vector3::z)
|
|
// Core Meta-methods
|
|
.SquirrelFunc(_SC("cmp"), &SqDynArgFwd< SqDynArgCmpFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.SquirrelFunc(_SC("_typename"), &Typename::Fn)
|
|
.Func(_SC("_tostring"), &Vector3::ToString)
|
|
// Meta-methods
|
|
.SquirrelFunc(_SC("_add"), &SqDynArgFwd< SqDynArgAddFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.SquirrelFunc(_SC("_sub"), &SqDynArgFwd< SqDynArgSubFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.SquirrelFunc(_SC("_mul"), &SqDynArgFwd< SqDynArgMulFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.SquirrelFunc(_SC("_div"), &SqDynArgFwd< SqDynArgDivFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.SquirrelFunc(_SC("_modulo"), &SqDynArgFwd< SqDynArgModFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >)
|
|
.Func< Vector3 (Vector3::*)(void) const >(_SC("_unm"), &Vector3::operator -)
|
|
// Properties
|
|
.Prop(_SC("Abs"), &Vector3::Abs)
|
|
.Prop(_SC("NaN"), &Vector3::IsNaN)
|
|
.Prop(_SC("Length"), &Vector3::GetLength, &Vector3::SetLength)
|
|
.Prop(_SC("LengthSq"), &Vector3::GetLengthSquared, &Vector3::SetLengthSquared)
|
|
.Prop(_SC("Normalized"), &Vector3::Normalized)
|
|
// Member Methods
|
|
.Func(_SC("SetScalar"), &Vector3::SetScalar)
|
|
.Func(_SC("SetVector3"), &Vector3::SetVector3)
|
|
.Func(_SC("SetVector3Ex"), &Vector3::SetVector3Ex)
|
|
.Func(_SC("SetVector4"), &Vector3::SetVector4)
|
|
.Func(_SC("SetVector4Ex"), &Vector3::SetVector4Ex)
|
|
.Func(_SC("SetQuaternion"), &Vector3::SetQuaternion)
|
|
.Func(_SC("SetQuaternionEx"), &Vector3::SetQuaternionEx)
|
|
.Func(_SC("SetStr"), &Vector3::SetStr)
|
|
.Func(_SC("Clear"), &Vector3::Clear)
|
|
.Func(_SC("Normalize"), &Vector3::Normalize)
|
|
.Func(_SC("Dot"), &Vector3::DotProduct)
|
|
.Func(_SC("AbsDot"), &Vector3::AbsDotProduct)
|
|
.Func(_SC("Cross"), &Vector3::CrossProduct)
|
|
.Func(_SC("Angle"), &Vector3::Angle)
|
|
.Func(_SC("DistanceTo"), &Vector3::GetDistanceTo)
|
|
.Func(_SC("SqDistanceTo"), &Vector3::GetSquaredDistanceTo)
|
|
.Func(_SC("IsBetweenPoints"), &Vector3::IsBetweenPoints)
|
|
.Func(_SC("Interpolate"), &Vector3::Interpolate)
|
|
.Func(_SC("Interpolated"), &Vector3::Interpolated)
|
|
.Func(_SC("Rotated"), &Vector3::Rotated)
|
|
.Func(_SC("RotateXZBy"), &Vector3::RotateXZBy)
|
|
.Func(_SC("CenterRotateXZBy"), &Vector3::CenterRotateXZBy)
|
|
.Func(_SC("RotateXYBy"), &Vector3::RotateXYBy)
|
|
.Func(_SC("CenterRotateXYBy"), &Vector3::CenterRotateXYBy)
|
|
.Func(_SC("RotateYZBy"), &Vector3::RotateYZBy)
|
|
.Func(_SC("CenterRotateYZBy"), &Vector3::CenterRotateYZBy)
|
|
// Member Overloads
|
|
.Overload< void (Vector3::*)(void) >(_SC("Generate"), &Vector3::Generate)
|
|
.Overload< void (Vector3::*)(Val, Val) >(_SC("Generate"), &Vector3::Generate)
|
|
.Overload< void (Vector3::*)(Val, Val, Val, Val, Val, Val) >(_SC("Generate"), &Vector3::Generate)
|
|
// Static Overloads
|
|
.StaticOverload< const Vector3 & (*)(CSStr) >(_SC("FromStr"), &Vector3::Get)
|
|
.StaticOverload< const Vector3 & (*)(CSStr, SQChar) >(_SC("FromStr"), &Vector3::Get)
|
|
// Static Functions
|
|
.StaticFunc(_SC("GetDelimiter"), &SqGetDelimiter< Vector3 >)
|
|
.StaticFunc(_SC("SetDelimiter"), &SqSetDelimiter< Vector3 >)
|
|
// Operator Exposure
|
|
.Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opAddAssign"), &Vector3::operator +=)
|
|
.Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opSubAssign"), &Vector3::operator -=)
|
|
.Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opMulAssign"), &Vector3::operator *=)
|
|
.Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opDivAssign"), &Vector3::operator /=)
|
|
.Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opModAssign"), &Vector3::operator %=)
|
|
.Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opAddAssignS"), &Vector3::operator +=)
|
|
.Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opSubAssignS"), &Vector3::operator -=)
|
|
.Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opMulAssignS"), &Vector3::operator *=)
|
|
.Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opDivAssignS"), &Vector3::operator /=)
|
|
.Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opModAssignS"), &Vector3::operator %=)
|
|
.Func< Vector3 & (Vector3::*)(void) >(_SC("opPreInc"), &Vector3::operator ++)
|
|
.Func< Vector3 & (Vector3::*)(void) >(_SC("opPreDec"), &Vector3::operator --)
|
|
.Func< Vector3 (Vector3::*)(int) >(_SC("opPostInc"), &Vector3::operator ++)
|
|
.Func< Vector3 (Vector3::*)(int) >(_SC("opPostDec"), &Vector3::operator --)
|
|
.Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opAdd"), &Vector3::operator +)
|
|
.Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opSub"), &Vector3::operator -)
|
|
.Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opMul"), &Vector3::operator *)
|
|
.Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opDiv"), &Vector3::operator /)
|
|
.Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opMod"), &Vector3::operator %)
|
|
.Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opAddS"), &Vector3::operator +)
|
|
.Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opSubS"), &Vector3::operator -)
|
|
.Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opMulS"), &Vector3::operator *)
|
|
.Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opDivS"), &Vector3::operator /)
|
|
.Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opModS"), &Vector3::operator %)
|
|
.Func< Vector3 (Vector3::*)(void) const >(_SC("opUnPlus"), &Vector3::operator +)
|
|
.Func< Vector3 (Vector3::*)(void) const >(_SC("opUnMinus"), &Vector3::operator -)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opEqual"), &Vector3::operator ==)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opNotEqual"), &Vector3::operator !=)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opLessThan"), &Vector3::operator <)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opGreaterThan"), &Vector3::operator >)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opLessEqual"), &Vector3::operator <=)
|
|
.Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opGreaterEqual"), &Vector3::operator >=)
|
|
);
|
|
}
|
|
|
|
} // Namespace:: SqMod
|