mirror of
https://github.com/thes3m/XNI
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175 lines
4.2 KiB
Objective-C
175 lines
4.2 KiB
Objective-C
//
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// Vector4.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 "Vector4.h"
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#import "Retronator.Xni.Framework.h"
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@implementation Vector4
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// CONSTRUCTORS
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- (id) initWithX:(float)x y:(float)y z:(float)z w:(float)w {
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if (self = [super init]) {
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data = Vector4Make(x, y, z, w);
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}
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return self;
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}
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- (id) initWithVector4Struct: (Vector4Struct*)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) initWithVector4: (Vector4*)vector {
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return [self initWithVector4Struct:vector.data];
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}
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+ (Vector4*) vectorWithX:(float)x y:(float)y z:(float)z w:(float)w {
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return [[[Vector4 alloc] initWithX:x y:y z:z w:w] autorelease];
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}
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+ (Vector4*) vectorWithStruct: (Vector4Struct*)vectorData {
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return [[[Vector4 alloc] initWithVector4Struct:vectorData] autorelease];
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}
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+ (Vector4*) vectorWithVector: (Vector4*)vector {
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return [[[Vector4 alloc] initWithVector4: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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- (float) z {return data.z;}
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- (void) setZ:(float)value {data.z = value;}
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- (float) w {return data.w;}
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- (void) setW:(float)value {data.w = value;}
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- (Vector4Struct*) data {return &data;}
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// METHODS
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+ (Vector4*) normalize:(Vector4*)value {
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Vector4Struct resultData = *value.data;
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Vector4Normalize(&resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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+ (Vector4*) negate:(Vector4*)value {
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Vector4Struct resultData = *value.data;
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Vector4Negate(&resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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+ (Vector4*) add:(Vector4*)value1 to:(Vector4*)value2 {
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Vector4Struct resultData;
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Vector4Add(value1.data, value2.data, &resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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+ (Vector4*) subtract:(Vector4*)value1 by:(Vector4*)value2 {
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Vector4Struct resultData;
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Vector4Subtract(value1.data, value2.data, &resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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+ (Vector4*) multiply:(Vector4*)value by:(float)scalar {
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Vector4Struct resultData;
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Vector4Multiply(value.data, scalar, &resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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+ (Vector4*) transform:(Vector4*)value with:(Matrix*)matrix {
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Vector4Struct resultData;
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Vector4Transform(value.data, matrix.data, &resultData);
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return [Vector4 vectorWithStruct:&resultData];
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}
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- (float) length {
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return Vector4Length(self.data);
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}
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- (float) lengthSquared {
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return Vector4LengthSquared(self.data);
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}
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- (Vector4*) normalize {
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Vector4Normalize(&data);
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return self;
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}
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- (Vector4*) negate {
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Vector4Negate(&data);
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return self;
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}
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- (Vector4*) set:(Vector4 *)value {
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data = *value.data;
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return self;
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}
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- (Vector4*) add:(Vector4*)value {
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Vector4Add(self.data, value.data, self.data);
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return self;
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}
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- (Vector4*) subtract:(Vector4*)value {
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Vector4Subtract(self.data, value.data, self.data);
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return self;
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}
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- (Vector4*) multiplyBy:(float)scalar {
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Vector4Multiply(self.data, scalar, self.data);
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return self;
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}
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- (Vector4*) transformWith:(Matrix*)matrix {
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Vector4Transform(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 [[Vector4 allocWithZone:zone] initWithVector4Struct:&data];
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}
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- (BOOL) equals:(Vector4*)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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vector.data->z == data.z && vector.data->w == data.w;
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}
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- (BOOL) isEqual:(id)object {
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if ([object isKindOfClass:[Vector4 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, %f, %f)", data.x, data.y, data.z, data.w];
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}
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// Constants
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+ (Vector4*) zero {return [Vector4 vectorWithX:0 y:0 z:0 w:0];}
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+ (Vector4*) one {return [Vector4 vectorWithX:1 y:1 z:1 w:1];}
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+ (Vector4*) unitX {return [Vector4 vectorWithX:1 y:0 z:0 w:0];}
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+ (Vector4*) unitY {return [Vector4 vectorWithX:0 y:1 z:0 w:0];}
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+ (Vector4*) unitZ {return [Vector4 vectorWithX:0 y:0 z:1 w:0];}
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+ (Vector4*) unitW {return [Vector4 vectorWithX:0 y:0 z:0 w:1];}
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@end
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