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cocos_lib/cocos/math/Vec3.inl

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/**
Copyright 2013 BlackBerry Inc.
Copyright (c) 2014-2016 Chukong Technologies Inc.
Copyright (c) 2017-2023 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
*/
#pragma once
#include <cmath>
#include "math/Mat4.h"
#include "math/Vec3.h"
NS_CC_MATH_BEGIN
inline bool Vec3::isZero() const {
return x == 0.0f && y == 0.0f && z == 0.0f;
}
inline bool Vec3::isOne() const {
return x == 1.0f && y == 1.0f && z == 1.0f;
}
inline void Vec3::add(const Vec3& v) {
x += v.x;
y += v.y;
z += v.z;
}
inline void Vec3::add(float xx, float yy, float zz) {
x += xx;
y += yy;
z += zz;
}
inline float Vec3::length() const {
return std::sqrt(x * x + y * y + z * z);
}
inline float Vec3::lengthSquared() const {
return (x * x + y * y + z * z);
}
inline void Vec3::negate() {
x = -x;
y = -y;
z = -z;
}
inline void Vec3::scale(float scalar) {
x *= scalar;
y *= scalar;
z *= scalar;
}
inline Vec3 Vec3::lerp(const Vec3& target, float alpha) const {
return *this * (1.f - alpha) + target * alpha;
}
inline void Vec3::set(float xx, float yy, float zz) {
this->x = xx;
this->y = yy;
this->z = zz;
}
inline void Vec3::set(const float* array) {
CC_ASSERT(array);
x = array[0];
y = array[1];
z = array[2];
}
inline void Vec3::set(const Vec3& v) {
this->x = v.x;
this->y = v.y;
this->z = v.z;
}
inline void Vec3::set(const Vec3& p1, const Vec3& p2) {
x = p2.x - p1.x;
y = p2.y - p1.y;
z = p2.z - p1.z;
}
inline void Vec3::setZero() {
x = y = z = 0.0f;
}
inline void Vec3::subtract(const Vec3& v) {
x -= v.x;
y -= v.y;
z -= v.z;
}
inline const Vec3 Vec3::operator+(const Vec3& v) const {
Vec3 result(*this);
result.add(v);
return result;
}
inline Vec3& Vec3::operator+=(const Vec3& v) {
add(v);
return *this;
}
inline const Vec3 Vec3::operator-(const Vec3& v) const {
Vec3 result(*this);
result.subtract(v);
return result;
}
inline Vec3& Vec3::operator-=(const Vec3& v) {
subtract(v);
return *this;
}
inline const Vec3 Vec3::operator-() const {
Vec3 result(*this);
result.negate();
return result;
}
inline const Vec3 Vec3::operator*(float s) const {
Vec3 result(*this);
result.scale(s);
return result;
}
inline Vec3 Vec3::operator*(const Vec3& rhs) const {
return Vec3(x * rhs.x, y * rhs.y, z * rhs.z);
}
inline Vec3& Vec3::operator*=(float s) {
scale(s);
return *this;
}
inline const Vec3 Vec3::operator/(const float s) const {
const float inv = 1.0F / s;
return Vec3(this->x * inv, this->y * inv, this->z * inv);
}
inline Vec3 Vec3::operator/(const Vec3& rhs) const {
return Vec3(x / rhs.x, y / rhs.y, z / rhs.z);
}
inline bool Vec3::operator==(const Vec3& v) const {
return x == v.x && y == v.y && z == v.z;
}
inline bool Vec3::operator!=(const Vec3& v) const {
return x != v.x || y != v.y || z != v.z;
}
inline const Vec3 operator*(float x, const Vec3& v) {
Vec3 result(v);
result.scale(x);
return result;
}
NS_CC_MATH_END