1
0
mirror of https://github.com/thes3m/XNI synced 2024-12-26 13:26:06 +01:00
2010-12-14 23:28:16 +00:00

175 lines
4.2 KiB
Objective-C

//
// 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) initWithVector4Struct: (Vector4Struct*)vectorData {
if (self = [super init]) {
data = *vectorData;
}
return self;
}
- (id) initWithVector4: (Vector4*)vector {
return [self initWithVector4Struct: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] initWithVector4Struct:vectorData] autorelease];
}
+ (Vector4*) vectorWithVector: (Vector4*)vector {
return [[[Vector4 alloc] initWithVector4: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*) set:(Vector4 *)value {
data = *value.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;
}
- (id) copyWithZone:(NSZone *)zone {
return [[Vector4 allocWithZone:zone] initWithVector4Struct:&data];
}
- (BOOL) equals:(Vector4*)vector {
if (!vector) return NO;
return vector.data->x == data.x && vector.data->y == data.y &&
vector.data->z == data.z && vector.data->w == data.w;
}
- (BOOL) isEqual:(id)object {
if ([object isKindOfClass:[Vector4 class]]) {
return [self equals:object];
}
return NO;
}
- (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