6e8fbca745
match the genesis editor version 1.3.0.653.
415 lines
9.8 KiB
Objective-C
415 lines
9.8 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2007,RadonLabs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#ifndef MATH_FLOAT2_H
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#define MATH_FLOAT2_H
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//------------------------------------------------------------------------------
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/**
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@class Math::float2
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A 2-component float vector class.
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*/
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#include "core/types.h"
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#include "math/scalar.h"
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//------------------------------------------------------------------------------
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namespace Math
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{
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class float2
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{
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public:
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/// default constructor, NOTE: does NOT setup components!
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float2();
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/// construct from values
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float2(scalar x, scalar y);
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/// copy constructor
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float2(const float2& rhs);
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/// assignment operator
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void operator=(const float2& rhs);
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/// flip sign
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float2 operator-() const;
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/// inplace add
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void operator+=(const float2& rhs);
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/// inplace sub
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void operator-=(const float2& rhs);
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/// inplace scalar multiply
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void operator*=(scalar s);
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/// add 2 vectors
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float2 operator+(const float2& rhs) const;
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/// subtract 2 vectors
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float2 operator-(const float2& rhs) const;
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/// multiply with scalar
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float2 operator*(scalar s) const;
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/// equality operator
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bool operator==(const float2& rhs) const;
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/// inequality operator
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bool operator!=(const float2& rhs) const;
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/// set content
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void set(scalar x, scalar y);
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/// read/write access to x component
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scalar& x();
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/// read/write access to y component
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scalar& y();
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/// read-only access to x component
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scalar x() const;
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/// read-only access to y component
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scalar y() const;
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/// return length of vector
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scalar length() const;
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/// return squared length of vector
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scalar lengthsq() const;
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/// return compononent-wise absolute
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float2 abs() const;
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/// return true if any components are non-zero
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bool any() const;
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/// return true if all components are non-zero
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bool all() const;
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/// return vector made up of largest components of 2 vectors
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static float2 maximize(const float2& v0, const float2& v1);
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/// return vector made up of smallest components of 2 vectors
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static float2 minimize(const float2& v0, const float2& v1);
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/// return normalized version of vector
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static float2 normalize(const float2& v);
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/// set less-then components to non-zero
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static float2 lt(const float2& v0, const float2& v1);
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/// set less-or-equal components to non-zero
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static float2 le(const float2& v0, const float2& v1);
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/// set greater-then components to non-zero
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static float2 gt(const float2& v0, const float2& v1);
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/// set greater-or-equal components to non-zero
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static float2 ge(const float2& v0, const float2& v1);
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/// convert to anything
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template<typename T> T as() const;
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protected:
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scalar X;
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scalar Y;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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float2::float2() : X(0.0f),Y(0.0f)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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float2::float2(scalar x, scalar y) :
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X(x), Y(y)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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float2::float2(const float2& rhs) :
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X(rhs.X), Y(rhs.Y)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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float2::operator=(const float2& rhs)
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{
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this->X = rhs.X;
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this->Y = rhs.Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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float2::operator==(const float2& rhs) const
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{
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return (this->X == rhs.X) && (this->Y == rhs.Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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float2::operator!=(const float2& rhs) const
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{
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return (this->X != rhs.X) || (this->Y != rhs.Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::operator-() const
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{
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return float2(-this->X, -this->Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::operator*(scalar t) const
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{
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return float2(this->X * t, this->Y * t);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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float2::operator+=(const float2& rhs)
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{
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this->X += rhs.X;
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this->Y += rhs.Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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float2::operator-=(const float2& rhs)
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{
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this->X -= rhs.X;
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this->Y -= rhs.Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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float2::operator*=(scalar s)
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{
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this->X *= s;
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this->Y *= s;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::operator+(const float2& rhs) const
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{
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return float2(this->X + rhs.X, this->Y + rhs.Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::operator-(const float2& rhs) const
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{
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//return float2(this->X + rhs.X, this->Y + rhs.Y);
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return float2(this->X - rhs.X, this->Y - rhs.Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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float2::set(scalar x, scalar y)
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{
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this->X = x;
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this->Y = y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar&
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float2::x()
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{
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return this->X;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar
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float2::x() const
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{
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return this->X;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar&
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float2::y()
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{
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return this->Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar
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float2::y() const
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{
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return this->Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar
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float2::length() const
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{
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return n_sqrt(this->X * this->X + this->Y * this->Y);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline scalar
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float2::lengthsq() const
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{
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return this->X * this->X + this->Y * this->Y;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::abs() const
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{
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return float2(n_abs(this->X), n_abs(this->Y));
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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float2::any() const
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{
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return (this->X != 0.0f) || (this->Y != 0.0f);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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float2::all() const
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{
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return (this->X != 0.0f) && (this->Y != 0.0f);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::lt(const float2& v0, const float2& v1)
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{
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float2 res;
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res.X = (v0.X < v1.X) ? 1.0f : 0.0f;
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res.Y = (v0.Y < v1.Y) ? 1.0f : 0.0f;
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return res;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::le(const float2& v0, const float2& v1)
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{
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float2 res;
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res.X = (v0.X <= v1.X) ? 1.0f : 0.0f;
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res.Y = (v0.Y <= v1.Y) ? 1.0f : 0.0f;
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return res;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::gt(const float2& v0, const float2& v1)
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{
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float2 res;
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res.X = (v0.X > v1.X) ? 1.0f : 0.0f;
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res.Y = (v0.Y > v1.Y) ? 1.0f : 0.0f;
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return res;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::ge(const float2& v0, const float2& v1)
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{
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float2 res;
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res.X = (v0.X >= v1.X) ? 1.0f : 0.0f;
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res.Y = (v0.Y >= v1.Y) ? 1.0f : 0.0f;
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return res;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::normalize(const float2& v)
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{
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scalar l = v.length();
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if (l > 0.0f)
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{
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return float2(v.X / l, v.Y / l);
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}
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else
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{
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return float2(1.0f, 0.0f);
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::maximize(const float2& v0, const float2& v1)
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{
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return float2(n_max(v0.X, v1.X), n_max(v0.Y, v1.Y));
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline float2
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float2::minimize(const float2& v0, const float2& v1)
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{
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return float2(n_min(v0.X, v1.X), n_min(v0.Y, v1.Y));
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}
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} // namespace Math
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//------------------------------------------------------------------------------
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#endif
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