// // Vector4.m // XNI // // Created by Matej Jan on 9.9.10. // Copyright 2010 Retronator. All rights reserved. // #import "Vector4.h" #import "Retronator.Xni.Framework.h" @implementation Vector4 // CONSTRUCTORS - (id) initWithX:(float)x y:(float)y z:(float)z w:(float)w { if (self = [super init]) { data = Vector4Make(x, y, z, w); } return self; } - (id) initWithStruct: (Vector4Struct*)vectorData { if (self = [super init]) { data = *vectorData; } return self; } - (id) initWithVector: (Vector4*)vector { return [self initWithStruct:vector.data]; } + (Vector4*) vectorWithX:(float)x y:(float)y z:(float)z w:(float)w { return [[[Vector4 alloc] initWithX:x y:y z:z w:w] autorelease]; } + (Vector4*) vectorWithStruct: (Vector4Struct*)vectorData { return [[[Vector4 alloc] initWithStruct:vectorData] autorelease]; } + (Vector4*) vectorWithVector: (Vector4*)vector { return [[[Vector4 alloc] initWithVector:vector] autorelease]; } // PROPERTIES - (float) x {return data.x;} - (void) setX:(float)value {data.x = value;} - (float) y {return data.y;} - (void) setY:(float)value {data.y = value;} - (float) z {return data.z;} - (void) setZ:(float)value {data.z = value;} - (float) w {return data.w;} - (void) setW:(float)value {data.w = value;} - (Vector4Struct*) data {return &data;} // METHODS + (Vector4*) normalize:(Vector4*)value { Vector4Struct resultData = *value.data; Vector4Normalize(&resultData); return [Vector4 vectorWithStruct:&resultData]; } + (Vector4*) negate:(Vector4*)value { Vector4Struct resultData = *value.data; Vector4Negate(&resultData); return [Vector4 vectorWithStruct:&resultData]; } + (Vector4*) add:(Vector4*)value1 to:(Vector4*)value2 { Vector4Struct resultData; Vector4Add(value1.data, value2.data, &resultData); return [Vector4 vectorWithStruct:&resultData]; } + (Vector4*) subtract:(Vector4*)value1 by:(Vector4*)value2 { Vector4Struct resultData; Vector4Subtract(value1.data, value2.data, &resultData); return [Vector4 vectorWithStruct:&resultData]; } + (Vector4*) multiply:(Vector4*)value by:(float)scalar { Vector4Struct resultData; Vector4Multiply(value.data, scalar, &resultData); return [Vector4 vectorWithStruct:&resultData]; } + (Vector4*) transform:(Vector4*)value with:(Matrix*)matrix { Vector4Struct resultData; Vector4Transform(value.data, matrix.data, &resultData); return [Vector4 vectorWithStruct:&resultData]; } - (float) length { return Vector4Length(self.data); } - (float) lengthSquared { return Vector4LengthSquared(self.data); } - (Vector4*) normalize { Vector4Normalize(&data); return self; } - (Vector4*) negate { Vector4Negate(&data); return self; } - (Vector4*) add:(Vector4*)value { Vector4Add(self.data, value.data, self.data); return self; } - (Vector4*) subtract:(Vector4*)value { Vector4Subtract(self.data, value.data, self.data); return self; } - (Vector4*) multiplyBy:(float)scalar { Vector4Multiply(self.data, scalar, self.data); return self; } - (Vector4*) transformWith:(Matrix*)matrix { Vector4Transform(self.data, matrix.data, self.data); return self; } - (NSString *) description { return [NSString stringWithFormat:@"Vector(%f, %f, %f, %f)", data.x, data.y, data.z, data.w]; } // Constants + (Vector4*) zero {return [Vector4 vectorWithX:0 y:0 z:0 w:0];} + (Vector4*) one {return [Vector4 vectorWithX:1 y:1 z:1 w:1];} + (Vector4*) unitX {return [Vector4 vectorWithX:1 y:0 z:0 w:0];} + (Vector4*) unitY {return [Vector4 vectorWithX:0 y:1 z:0 w:0];} + (Vector4*) unitZ {return [Vector4 vectorWithX:0 y:0 z:1 w:0];} + (Vector4*) unitW {return [Vector4 vectorWithX:0 y:0 z:0 w:1];} @end