mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 16:57:16 +01:00
527 lines
15 KiB
C++
527 lines
15 KiB
C++
// ------------------------------------------------------------------------------------------------
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#include "Base/Vector4.hpp"
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#include "Base/Vector3.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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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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const Vector4 Vector4::NIL = Vector4(0);
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const Vector4 Vector4::MIN = Vector4(NumLimit< Vector4::Value >::Min);
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const Vector4 Vector4::MAX = Vector4(NumLimit< Vector4::Value >::Max);
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// ------------------------------------------------------------------------------------------------
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SQChar Vector4::Delim = ',';
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4()
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: x(0.0), y(0.0), z(0.0), w(0.0)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value sv)
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: x(sv), y(sv), z(sv), w(sv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value xv, Value yv, Value zv)
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: x(xv), y(yv), z(zv), w(0.0)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value xv, Value yv, Value zv, Value wv)
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: x(xv), y(yv), z(zv), w(wv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(const Vector4 & o)
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: x(o.x), y(o.y), z(o.z), w(o.w)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::~Vector4()
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator = (const Vector4 & o)
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{
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x = o.x;
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y = o.y;
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z = o.z;
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w = o.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::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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w = s;
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return *this;
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}
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Vector4 & Vector4::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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w = 0.0;
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return *this;
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}
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Vector4 & Vector4::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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w = q.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::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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w += v.w;
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return *this;
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}
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Vector4 & Vector4::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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w -= v.w;
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return *this;
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}
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Vector4 & Vector4::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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w *= v.w;
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return *this;
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}
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Vector4 & Vector4::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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w /= v.w;
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return *this;
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}
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Vector4 & Vector4::operator %= (const Vector4 & 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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w = fmod(w, v.w);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::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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w += s;
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return *this;
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}
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Vector4 & Vector4::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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w -= s;
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return *this;
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}
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Vector4 & Vector4::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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w *= s;
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return *this;
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}
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Vector4 & Vector4::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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w /= s;
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return *this;
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}
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Vector4 & Vector4::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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w = fmod(w, s);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator ++ ()
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{
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++x;
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++y;
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++z;
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++w;
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return *this;
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}
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Vector4 & Vector4::operator -- ()
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{
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--x;
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--y;
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--z;
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--w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator ++ (int)
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{
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Vector4 state(*this);
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++x;
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++y;
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++z;
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++w;
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return state;
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}
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Vector4 Vector4::operator -- (int)
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{
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Vector4 state(*this);
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--x;
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--y;
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--z;
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--w;
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return state;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + (const Vector4 & v) const
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{
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return Vector4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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Vector4 Vector4::operator - (const Vector4 & v) const
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{
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return Vector4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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Vector4 Vector4::operator * (const Vector4 & v) const
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{
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return Vector4(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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Vector4 Vector4::operator / (const Vector4 & v) const
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{
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return Vector4(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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Vector4 Vector4::operator % (const Vector4 & v) const
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{
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return Vector4(fmod(x, v.x), fmod(y, v.y), fmod(z, v.z), fmod(w, v.w));
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + (Value s) const
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{
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return Vector4(x + s, y + s, z + s, w + s);
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}
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Vector4 Vector4::operator - (Value s) const
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{
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return Vector4(x - s, y - s, z - s, w - s);
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}
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Vector4 Vector4::operator * (Value s) const
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{
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return Vector4(x * s, y * s, z * s, w * s);
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}
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Vector4 Vector4::operator / (Value s) const
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{
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return Vector4(x / s, y / s, z / s, w / s);
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}
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Vector4 Vector4::operator % (Value s) const
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{
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return Vector4(fmod(x, s), fmod(y, s), fmod(z, s), fmod(w, s));
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + () const
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{
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return Vector4(fabs(x), fabs(y), fabs(z), fabs(w));
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}
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Vector4 Vector4::operator - () const
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{
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return Vector4(-x, -y, -z, -w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator == (const Vector4 & v) const
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{
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return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z) && EpsEq(w, v.w);
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}
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bool Vector4::operator != (const Vector4 & v) const
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{
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return !EpsEq(x, v.x) && !EpsEq(y, v.y) && !EpsEq(z, v.z) && !EpsEq(w, v.w);
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}
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bool Vector4::operator < (const Vector4 & v) const
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{
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return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z) && EpsLt(w, v.w);
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}
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bool Vector4::operator > (const Vector4 & v) const
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{
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return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z) && EpsGt(w, v.w);
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}
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bool Vector4::operator <= (const Vector4 & v) const
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{
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return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z) && EpsLtEq(w, v.w);
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}
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bool Vector4::operator >= (const Vector4 & v) const
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{
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return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z) && EpsGtEq(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Int32 Vector4::Cmp(const Vector4 & 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 Vector4::ToString() const
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{
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return ToStringF("%f,%f,%f,%f", x, y, z, w);
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::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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w = ns;
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}
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void Vector4::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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void Vector4::Set(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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w = nw;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::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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w = v.w;
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}
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void Vector4::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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w = 0.0;
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}
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void Vector4::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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w = q.w;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::Set(CSStr values, SQChar delim)
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{
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Set(GetVector4(values, delim));
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::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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w = GetRandomFloat32();
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}
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void Vector4::Generate(Value min, Value max)
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{
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if (max < min)
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{
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SqThrow("max value is lower than min value");
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}
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else
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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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y = GetRandomFloat32(min, max);
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}
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}
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void Vector4::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax, Value wmin, Value wmax)
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{
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if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin) || EpsLt(wmax, wmin))
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{
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SqThrow("max value is lower than min value");
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}
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else
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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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y = GetRandomFloat32(ymin, ymax);
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}
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::Abs() const
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{
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return Vector4(fabs(x), fabs(y), fabs(z), fabs(w));
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}
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// ================================================================================================
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void Register_Vector4(HSQUIRRELVM vm)
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{
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typedef Vector4::Value Val;
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RootTable(vm).Bind(_SC("Vector4"), Class< Vector4 >(vm, _SC("Vector4"))
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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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.Ctor< Val, Val, Val, Val >()
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/* Static Members */
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.SetStaticValue(_SC("Delim"), &Vector4::Delim)
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/* Member Variables */
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.Var(_SC("x"), &Vector4::x)
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.Var(_SC("y"), &Vector4::y)
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.Var(_SC("z"), &Vector4::z)
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.Var(_SC("w"), &Vector4::w)
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/* Properties */
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.Prop(_SC("abs"), &Vector4::Abs)
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/* Core Metamethods */
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.Func(_SC("_tostring"), &Vector4::ToString)
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.Func(_SC("_cmp"), &Vector4::Cmp)
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/* Metamethods */
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("_add"), &Vector4::operator +)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("_sub"), &Vector4::operator -)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("_mul"), &Vector4::operator *)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("_div"), &Vector4::operator /)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("_modulo"), &Vector4::operator %)
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.Func<Vector4 (Vector4::*)(void) const>(_SC("_unm"), &Vector4::operator -)
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/* Setters */
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.Overload<void (Vector4::*)(Val)>(_SC("Set"), &Vector4::Set)
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.Overload<void (Vector4::*)(Val, Val, Val)>(_SC("Set"), &Vector4::Set)
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.Overload<void (Vector4::*)(Val, Val, Val, Val)>(_SC("Set"), &Vector4::Set)
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.Overload<void (Vector4::*)(const Vector4 &)>(_SC("SetVec4"), &Vector4::Set)
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.Overload<void (Vector4::*)(const Vector3 &)>(_SC("SetVec3"), &Vector4::Set)
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.Overload<void (Vector4::*)(const Quaternion &)>(_SC("SetQuat"), &Vector4::Set)
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.Overload<void (Vector4::*)(CSStr, SQChar)>(_SC("SetStr"), &Vector4::Set)
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/* Random Generators */
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.Overload<void (Vector4::*)(void)>(_SC("Generate"), &Vector4::Generate)
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.Overload<void (Vector4::*)(Val, Val)>(_SC("Generate"), &Vector4::Generate)
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.Overload<void (Vector4::*)(Val, Val, Val, Val, Val, Val, Val, Val)>(_SC("Generate"), &Vector4::Generate)
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/* Utility Methods */
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.Func(_SC("Clear"), &Vector4::Clear)
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/* Operator Exposure */
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.Func<Vector4 & (Vector4::*)(const Vector4 &)>(_SC("opAddAssign"), &Vector4::operator +=)
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.Func<Vector4 & (Vector4::*)(const Vector4 &)>(_SC("opSubAssign"), &Vector4::operator -=)
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.Func<Vector4 & (Vector4::*)(const Vector4 &)>(_SC("opMulAssign"), &Vector4::operator *=)
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.Func<Vector4 & (Vector4::*)(const Vector4 &)>(_SC("opDivAssign"), &Vector4::operator /=)
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.Func<Vector4 & (Vector4::*)(const Vector4 &)>(_SC("opModAssign"), &Vector4::operator %=)
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.Func<Vector4 & (Vector4::*)(Vector4::Value)>(_SC("opAddAssignS"), &Vector4::operator +=)
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.Func<Vector4 & (Vector4::*)(Vector4::Value)>(_SC("opSubAssignS"), &Vector4::operator -=)
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.Func<Vector4 & (Vector4::*)(Vector4::Value)>(_SC("opMulAssignS"), &Vector4::operator *=)
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.Func<Vector4 & (Vector4::*)(Vector4::Value)>(_SC("opDivAssignS"), &Vector4::operator /=)
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.Func<Vector4 & (Vector4::*)(Vector4::Value)>(_SC("opModAssignS"), &Vector4::operator %=)
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.Func<Vector4 & (Vector4::*)(void)>(_SC("opPreInc"), &Vector4::operator ++)
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.Func<Vector4 & (Vector4::*)(void)>(_SC("opPreDec"), &Vector4::operator --)
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.Func<Vector4 (Vector4::*)(int)>(_SC("opPostInc"), &Vector4::operator ++)
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.Func<Vector4 (Vector4::*)(int)>(_SC("opPostDec"), &Vector4::operator --)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("opAdd"), &Vector4::operator +)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("opSub"), &Vector4::operator -)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("opMul"), &Vector4::operator *)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("opDiv"), &Vector4::operator /)
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.Func<Vector4 (Vector4::*)(const Vector4 &) const>(_SC("opMod"), &Vector4::operator %)
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.Func<Vector4 (Vector4::*)(Vector4::Value) const>(_SC("opAddS"), &Vector4::operator +)
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.Func<Vector4 (Vector4::*)(Vector4::Value) const>(_SC("opSubS"), &Vector4::operator -)
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.Func<Vector4 (Vector4::*)(Vector4::Value) const>(_SC("opMulS"), &Vector4::operator *)
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.Func<Vector4 (Vector4::*)(Vector4::Value) const>(_SC("opDivS"), &Vector4::operator /)
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.Func<Vector4 (Vector4::*)(Vector4::Value) const>(_SC("opModS"), &Vector4::operator %)
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.Func<Vector4 (Vector4::*)(void) const>(_SC("opUnPlus"), &Vector4::operator +)
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.Func<Vector4 (Vector4::*)(void) const>(_SC("opUnMinus"), &Vector4::operator -)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opEqual"), &Vector4::operator ==)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opNotEqual"), &Vector4::operator !=)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opLessThan"), &Vector4::operator <)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opGreaterThan"), &Vector4::operator >)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opLessEqual"), &Vector4::operator <=)
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.Func<bool (Vector4::*)(const Vector4 &) const>(_SC("opGreaterEqual"), &Vector4::operator >=)
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);
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}
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} // Namespace:: SqMod
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