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- /**
- Copyright 2013 BlackBerry Inc.
- Copyright (c) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #include "math/Vec3.h"
- #include "math/Mat3.hpp"
- #include "math/MathUtil.h"
- #include "base/ccMacros.h"
- #include "math/Quaternion.h"
- NS_CC_MATH_BEGIN
- Vec3::Vec3()
- : x(0.0f), y(0.0f), z(0.0f)
- {
- }
- Vec3::Vec3(float xx, float yy, float zz)
- : x(xx), y(yy), z(zz)
- {
- }
- Vec3::Vec3(const float* array)
- {
- set(array);
- }
- Vec3::Vec3(const Vec3& p1, const Vec3& p2)
- {
- set(p1, p2);
- }
- Vec3::Vec3(const Vec3& copy)
- {
- set(copy);
- }
- Vec3 Vec3::fromColor(unsigned int color)
- {
- float components[3];
- int componentIndex = 0;
- for (int i = 2; i >= 0; --i)
- {
- int component = (color >> i*8) & 0x0000ff;
- components[componentIndex++] = static_cast<float>(component) / 255.0f;
- }
- Vec3 value(components);
- return value;
- }
- Vec3::~Vec3()
- {
- }
- float Vec3::angle(const Vec3& v1, const Vec3& v2)
- {
- float dx = v1.y * v2.z - v1.z * v2.y;
- float dy = v1.z * v2.x - v1.x * v2.z;
- float dz = v1.x * v2.y - v1.y * v2.x;
- return std::atan2(std::sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
- }
- void Vec3::add(const Vec3& v1, const Vec3& v2, Vec3* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x + v2.x;
- dst->y = v1.y + v2.y;
- dst->z = v1.z + v2.z;
- }
- void Vec3::clamp(const Vec3& min, const Vec3& max)
- {
- GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z));
- // Clamp the x value.
- if (x < min.x)
- x = min.x;
- if (x > max.x)
- x = max.x;
- // Clamp the y value.
- if (y < min.y)
- y = min.y;
- if (y > max.y)
- y = max.y;
- // Clamp the z value.
- if (z < min.z)
- z = min.z;
- if (z > max.z)
- z = max.z;
- }
- void Vec3::clamp(const Vec3& v, const Vec3& min, const Vec3& max, Vec3* dst)
- {
- GP_ASSERT(dst);
- GP_ASSERT(!(min.x > max.x || min.y > max.y || min.z > max.z));
- // Clamp the x value.
- dst->x = v.x;
- if (dst->x < min.x)
- dst->x = min.x;
- if (dst->x > max.x)
- dst->x = max.x;
- // Clamp the y value.
- dst->y = v.y;
- if (dst->y < min.y)
- dst->y = min.y;
- if (dst->y > max.y)
- dst->y = max.y;
- // Clamp the z value.
- dst->z = v.z;
- if (dst->z < min.z)
- dst->z = min.z;
- if (dst->z > max.z)
- dst->z = max.z;
- }
- void Vec3::cross(const Vec3& v)
- {
- cross(*this, v, this);
- }
- void Vec3::cross(const Vec3& v1, const Vec3& v2, Vec3* dst)
- {
- GP_ASSERT(dst);
- // NOTE: This code assumes Vec3 struct members are contiguous floats in memory.
- // We might want to revisit this (and other areas of code that make this assumption)
- // later to guarantee 100% safety/compatibility.
- MathUtil::crossVec3(&v1.x, &v2.x, &dst->x);
- }
- void Vec3::multiply(const Vec3& v)
- {
- x *= v.x;
- y *= v.y;
- z *= v.z;
- }
- void Vec3::multiply(const Vec3& v1, const Vec3& v2, Vec3* dst)
- {
- dst->x = v1.x * v2.x;
- dst->y = v1.y * v2.y;
- dst->z = v1.z * v2.z;
- }
- void Vec3::transformMat3(const Vec3& v, const Mat3 &m)
- {
- float ix = v.x, iy = v.y, iz = v.z;
- x = ix * m.m[0] + iy * m.m[3] + iz * m.m[6];
- y = ix * m.m[1] + iy * m.m[4] + iz * m.m[7];
- z = ix * m.m[2] + iy * m.m[5] + iz * m.m[8];
- }
- void Vec3::transformMat4(const Vec3& v, const Mat4 &m)
- {
- float ix = v.x, iy = v.y, iz = v.z;
- float rhw = m.m[3] * ix + m.m[7] * iy + m.m[11] * iz + m.m[15];
- rhw = rhw ? 1 / rhw : 1;
-
- x = (m.m[0] * ix + m.m[4] * iy + m.m[8] * iz + m.m[12]) * rhw;
- y = (m.m[1] * ix + m.m[5] * iy + m.m[9] * iz + m.m[13]) * rhw;
- z = (m.m[2] * ix + m.m[6] * iy + m.m[10] * iz + m.m[14]) * rhw;
- }
- void Vec3::transformQuat(const Quaternion& q)
- {
- float qx = q.x, qy = q.y, qz = q.z, qw = q.w;
-
- // calculate quat * vec
- float ix = qw * x + qy * z - qz * y;
- float iy = qw * y + qz * x - qx * z;
- float iz = qw * z + qx * y - qy * x;
- float iw = -qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
- x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
- }
- float Vec3::distance(const Vec3& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- return std::sqrt(dx * dx + dy * dy + dz * dz);
- }
- float Vec3::distanceSquared(const Vec3& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- float dz = v.z - z;
- return (dx * dx + dy * dy + dz * dz);
- }
- float Vec3::dot(const Vec3& v) const
- {
- return (x * v.x + y * v.y + z * v.z);
- }
- float Vec3::dot(const Vec3& v1, const Vec3& v2)
- {
- return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
- }
- void Vec3::normalize()
- {
- float n = x * x + y * y + z * z;
- // Already normalized.
- if (n == 1.0f)
- return;
- n = std::sqrt(n);
- // Too close to zero.
- if (n < MATH_TOLERANCE)
- return;
- n = 1.0f / n;
- x *= n;
- y *= n;
- z *= n;
- }
- Vec3 Vec3::getNormalized() const
- {
- Vec3 v(*this);
- v.normalize();
- return v;
- }
- void Vec3::subtract(const Vec3& v1, const Vec3& v2, Vec3* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x - v2.x;
- dst->y = v1.y - v2.y;
- dst->z = v1.z - v2.z;
- }
- void Vec3::smooth(const Vec3& target, float elapsedTime, float responseTime)
- {
- if (elapsedTime > 0)
- {
- *this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
- }
- }
- const Vec3 Vec3::ZERO(0.0f, 0.0f, 0.0f);
- const Vec3 Vec3::ONE(1.0f, 1.0f, 1.0f);
- const Vec3 Vec3::UNIT_X(1.0f, 0.0f, 0.0f);
- const Vec3 Vec3::UNIT_Y(0.0f, 1.0f, 0.0f);
- const Vec3 Vec3::UNIT_Z(0.0f, 0.0f, 1.0f);
- NS_CC_MATH_END
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