mirror of
https://github.com/thes3m/XNI
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187 lines
4.5 KiB
Objective-C
187 lines
4.5 KiB
Objective-C
//
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// Vector2.m
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// XNI
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//
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// Created by Matej Jan on 9.9.10.
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// Copyright 2010 Retronator. All rights reserved.
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//
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#import "Vector2.h"
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#import "Retronator.Xni.Framework.h"
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@implementation Vector2
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// CONSTRUCTORS
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- (id) initWithX:(float)x y:(float)y {
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if (self = [super init]) {
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data = Vector2Make(x, y);
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}
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return self;
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}
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- (id) initWithVector2Struct: (Vector2Struct*)vectorData {
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if (self = [super init]) {
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data = *vectorData;
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}
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return self;
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}
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- (id) initWithVector2: (Vector2*)vector {
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return [self initWithVector2Struct:vector.data];
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}
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+ (Vector2*) vectorWithX:(float)x y:(float)y{
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return [[[Vector2 alloc] initWithX:x y:y] autorelease];
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}
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+ (Vector2*) vectorWithStruct: (Vector2Struct*)vectorData {
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return [[[Vector2 alloc] initWithVector2Struct:vectorData] autorelease];
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}
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+ (Vector2*) vectorWithVector: (Vector2*)vector {
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return [[[Vector2 alloc] initWithVector2:vector] autorelease];
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}
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// PROPERTIES
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- (float) x {return data.x;}
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- (void) setX:(float)value {data.x = value;}
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- (float) y {return data.y;}
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- (void) setY:(float)value {data.y = value;}
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- (Vector2Struct*) data {return &data;}
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// METHODS
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+ (Vector2*) normalize:(Vector2*)value {
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Vector2Struct resultData = *value.data;
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Vector2Normalize(&resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) negate:(Vector2*)value {
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Vector2Struct resultData = *value.data;
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Vector2Negate(&resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) add:(Vector2*)value1 to:(Vector2*)value2 {
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Vector2Struct resultData;
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Vector2Add(value1.data, value2.data, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) subtract:(Vector2*)value1 by:(Vector2*)value2 {
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Vector2Struct resultData;
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Vector2Subtract(value1.data, value2.data, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) multiply:(Vector2*)value by:(float)scalar {
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Vector2Struct resultData;
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Vector2Multiply(value.data, scalar, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (float) dotProductOf:(Vector2*)value1 with:(Vector2*)value2 {
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return Vector2DotProduct(value1.data, value2.data);
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}
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+ (Vector2*) transform:(Vector2*)value with:(Matrix*)matrix {
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Vector2Struct resultData;
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Vector2Transform(value.data, matrix.data, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) transformNormal:(Vector2*)value with:(Matrix*)matrix {
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Vector2Struct resultData;
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Vector2TransformNormal(value.data, matrix.data, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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+ (Vector2*) lerp:(Vector2*)value1 to:(Vector2*)value2 by:(float)amount {
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Vector2Struct resultData;
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Vector2Lerp(value1.data, value2.data, amount, &resultData);
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return [Vector2 vectorWithStruct:&resultData];
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}
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- (float) length {
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return Vector2Length(self.data);
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}
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- (float) lengthSquared {
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return Vector2LengthSquared(self.data);
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}
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- (Vector2*) normalize {
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Vector2Normalize(&data);
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return self;
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}
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- (Vector2*) negate {
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Vector2Negate(&data);
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return self;
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}
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- (Vector2*) set:(Vector2 *)value {
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data = *value.data;
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return self;
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}
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- (Vector2*) add:(Vector2*)value {
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Vector2Add(self.data, value.data, self.data);
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return self;
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}
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- (Vector2*) subtract:(Vector2*)value {
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Vector2Subtract(self.data, value.data, self.data);
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return self;
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}
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- (Vector2*) multiplyBy:(float)scalar {
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Vector2Multiply(self.data, scalar, self.data);
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return self;
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}
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- (Vector2*) transformWith:(Matrix*)matrix {
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Vector2Transform(self.data, matrix.data, self.data);
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return self;
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}
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- (Vector2*) transformNormalWith:(Matrix*)matrix {
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Vector2TransformNormal(self.data, matrix.data, self.data);
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return self;
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}
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- (id) copyWithZone:(NSZone *)zone {
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return [[Vector2 allocWithZone:zone] initWithVector2Struct:&data];
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}
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- (BOOL) equals:(Vector2*)vector {
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if (!vector) return NO;
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return vector.data->x == data.x && vector.data->y == data.y;
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}
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- (BOOL) isEqual:(id)object {
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if ([object isKindOfClass:[Vector2 class]]) {
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return [self equals:object];
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}
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return NO;
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}
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- (NSString *) description {
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return [NSString stringWithFormat:@"Vector(%f, %f)", data.x, data.y];
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}
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// Constants
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+ (Vector2*) zero {return [Vector2 vectorWithX:0 y:0];}
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+ (Vector2*) one {return [Vector2 vectorWithX:1 y:1];}
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+ (Vector2*) unitX {return [Vector2 vectorWithX:1 y:0];}
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+ (Vector2*) unitY {return [Vector2 vectorWithX:0 y:1];}
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@end
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