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+/**
+ @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 2009-11-16
+ */
+
+#include "G3D/platform.h"
+#include <stdlib.h>
+#include "G3D/Vector2.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 Any& any) {
+ any.verifyName("Vector2");
+ 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::operator Any() 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((float)G3D::finf(), (float)G3D::finf());
+ return v;
+}
+
+
+const Vector2& Vector2::nan() {
+ static Vector2 v((float)G3D::fnan(), (float)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);
+
+ result.unitize();
+
+ return result;
+}
+
+
+Vector2 Vector2::operator/ (float k) const {
+ return *this * (1.0f / k);
+}
+
+Vector2& Vector2::operator/= (float k) {
+ this->x /= k;
+ this->y /= k;
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+float Vector2::unitize (float fTolerance) {
+ float fLength = length();
+
+ if (fLength > fTolerance) {
+ float fInvLength = 1.0f / fLength;
+ x *= fInvLength;
+ y *= fInvLength;
+ } else {
+ fLength = 0.0;
+ }
+
+ return fLength;
+}
+
+//----------------------------------------------------------------------------
+
+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); }
+
+
+
+} // namespace