mxwcore-legion/dep/g3dlite/source/Vector2.cpp

226 lines
5.3 KiB
C++

/**
@file Vector2.cpp
2D vector class, used for texture coordinates primarily.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly'x Magic Software Library
at http://www.magic-software.com
@created 2001-06-02
@edited 2010-11-16
*/
#include "G3D/platform.h"
#include <stdlib.h>
#include "G3D/Vector2.h"
#include "G3D/Vector2int32.h"
#include "G3D/g3dmath.h"
#include "G3D/format.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/TextInput.h"
#include "G3D/TextOutput.h"
#include "G3D/Any.h"
namespace G3D {
Vector2::Vector2(const Vector2int32& other) : x((float)other.x), y((float)other.y) {
}
Vector2::Vector2(const Any& any) {
any.verifyName("Vector2", "Point2");
any.verifyType(Any::TABLE, Any::ARRAY);
any.verifySize(2);
if (any.type() == Any::ARRAY) {
x = any[0];
y = any[1];
} else {
// Table
x = any["x"];
y = any["y"];
}
}
Vector2& Vector2::operator=(const Any& a) {
*this = Vector2(a);
return *this;
}
Any Vector2::toAny() const {
Any any(Any::ARRAY, "Vector2");
any.append(x, y);
return any;
}
const Vector2& Vector2::one() {
static const Vector2 v(1, 1); return v;
}
const Vector2& Vector2::zero() {
static Vector2 v(0, 0);
return v;
}
const Vector2& Vector2::unitX() {
static Vector2 v(1, 0);
return v;
}
const Vector2& Vector2::unitY() {
static Vector2 v(0, 1);
return v;
}
const Vector2& Vector2::inf() {
static Vector2 v(G3D::finf(), G3D::finf());
return v;
}
const Vector2& Vector2::nan() {
static Vector2 v(G3D::fnan(), G3D::fnan());
return v;
}
const Vector2& Vector2::minFinite() {
static Vector2 v(-FLT_MAX, -FLT_MAX);
return v;
}
const Vector2& Vector2::maxFinite() {
static Vector2 v(FLT_MAX, FLT_MAX);
return v;
}
size_t Vector2::hashCode() const {
unsigned int xhash = (*(int*)(void*)(&x));
unsigned int yhash = (*(int*)(void*)(&y));
return xhash + (yhash * 37);
}
Vector2::Vector2(BinaryInput& b) {
deserialize(b);
}
void Vector2::deserialize(BinaryInput& b) {
x = b.readFloat32();
y = b.readFloat32();
}
void Vector2::serialize(BinaryOutput& b) const {
b.writeFloat32(x);
b.writeFloat32(y);
}
void Vector2::deserialize(TextInput& t) {
t.readSymbol("(");
x = (float)t.readNumber();
t.readSymbol(",");
y = (float)t.readNumber();
t.readSymbol(")");
}
void Vector2::serialize(TextOutput& t) const {
t.writeSymbol("(");
t.writeNumber(x);
t.writeSymbol(",");
t.writeNumber(y);
t.writeSymbol(")");
}
//----------------------------------------------------------------------------
Vector2 Vector2::random(G3D::Random& r) {
Vector2 result;
do {
result = Vector2(r.uniform(-1, 1), r.uniform(-1, 1));
} while (result.squaredLength() >= 1.0f);
return result.direction();
}
Vector2 Vector2::operator/ (float k) const {
return *this * (1.0f / k);
}
Vector2& Vector2::operator/= (float k) {
this->x /= k;
this->y /= k;
return *this;
}
//----------------------------------------------------------------------------
std::string Vector2::toString() const {
return G3D::format("(%g, %g)", x, y);
}
// 2-char swizzles
Vector2 Vector2::xx() const { return Vector2 (x, x); }
Vector2 Vector2::yx() const { return Vector2 (y, x); }
Vector2 Vector2::xy() const { return Vector2 (x, y); }
Vector2 Vector2::yy() const { return Vector2 (y, y); }
// 3-char swizzles
Vector3 Vector2::xxx() const { return Vector3 (x, x, x); }
Vector3 Vector2::yxx() const { return Vector3 (y, x, x); }
Vector3 Vector2::xyx() const { return Vector3 (x, y, x); }
Vector3 Vector2::yyx() const { return Vector3 (y, y, x); }
Vector3 Vector2::xxy() const { return Vector3 (x, x, y); }
Vector3 Vector2::yxy() const { return Vector3 (y, x, y); }
Vector3 Vector2::xyy() const { return Vector3 (x, y, y); }
Vector3 Vector2::yyy() const { return Vector3 (y, y, y); }
// 4-char swizzles
Vector4 Vector2::xxxx() const { return Vector4 (x, x, x, x); }
Vector4 Vector2::yxxx() const { return Vector4 (y, x, x, x); }
Vector4 Vector2::xyxx() const { return Vector4 (x, y, x, x); }
Vector4 Vector2::yyxx() const { return Vector4 (y, y, x, x); }
Vector4 Vector2::xxyx() const { return Vector4 (x, x, y, x); }
Vector4 Vector2::yxyx() const { return Vector4 (y, x, y, x); }
Vector4 Vector2::xyyx() const { return Vector4 (x, y, y, x); }
Vector4 Vector2::yyyx() const { return Vector4 (y, y, y, x); }
Vector4 Vector2::xxxy() const { return Vector4 (x, x, x, y); }
Vector4 Vector2::yxxy() const { return Vector4 (y, x, x, y); }
Vector4 Vector2::xyxy() const { return Vector4 (x, y, x, y); }
Vector4 Vector2::yyxy() const { return Vector4 (y, y, x, y); }
Vector4 Vector2::xxyy() const { return Vector4 (x, x, y, y); }
Vector4 Vector2::yxyy() const { return Vector4 (y, x, y, y); }
Vector4 Vector2::xyyy() const { return Vector4 (x, y, y, y); }
Vector4 Vector2::yyyy() const { return Vector4 (y, y, y, y); }
void serialize(const Vector2& v, class BinaryOutput& b) {
v.serialize(b);
}
void deserialize(Vector2& v, class BinaryInput& b) {
v.deserialize(b);
}
} // namespace