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

199 lines
5.0 KiB
Objective-C

//
// Vector3.m
// XNI
//
// Created by Matej Jan on 9.9.10.
// Copyright 2010 Retronator. All rights reserved.
//
#import "Vector3.h"
#import "Retronator.Xni.Framework.h"
@implementation Vector3
// CONSTRUCTORS
- (id) initWithX:(float)x y:(float)y z:(float)z {
if (self = [super init]) {
data = Vector3Make(x, y, z);
}
return self;
}
- (id) initWithVector3Struct: (Vector3Struct*)vectorData {
if (self = [super init]) {
data = *vectorData;
}
return self;
}
- (id) initWithVector3: (Vector3*)vector {
return [self initWithVector3Struct:vector.data];
}
+ (Vector3*) vectorWithX:(float)x y:(float)y z:(float)z {
return [[[Vector3 alloc] initWithX:x y:y z:z] autorelease];
}
+ (Vector3*) vectorWithStruct: (Vector3Struct*)vectorData {
return [[[Vector3 alloc] initWithVector3Struct:vectorData] autorelease];
}
+ (Vector3*) vectorWithVector: (Vector3*)vector {
return [[[Vector3 alloc] initWithVector3: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;}
- (Vector3Struct*) data {return &data;}
// METHODS
+ (Vector3*) normalize:(Vector3*)value {
Vector3Struct resultData = *value.data;
Vector3Normalize(&resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) negate:(Vector3*)value {
Vector3Struct resultData = *value.data;
Vector3Negate(&resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) add:(Vector3*)value1 to:(Vector3*)value2 {
Vector3Struct resultData;
Vector3Add(value1.data, value2.data, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) subtract:(Vector3*)value1 by:(Vector3*)value2 {
Vector3Struct resultData;
Vector3Subtract(value1.data, value2.data, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) multiply:(Vector3*)value by:(float)scalar {
Vector3Struct resultData;
Vector3Multiply(value.data, scalar, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) crossProductOf:(Vector3*)value1 with:(Vector3*)value2 {
Vector3Struct resultData;
Vector3CrossProduct(value1.data, value2.data, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (float) dotProductOf:(Vector3*)value1 with:(Vector3*)value2 {
return Vector3DotProduct(value1.data, value2.data);
}
+ (Vector3*) transform:(Vector3*)value with:(Matrix*)matrix {
Vector3Struct resultData;
Vector3Transform(value.data, matrix.data, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
+ (Vector3*) transformNormal:(Vector3*)value with:(Matrix*)matrix {
Vector3Struct resultData;
Vector3TransformNormal(value.data, matrix.data, &resultData);
return [Vector3 vectorWithStruct:&resultData];
}
- (float) length {
return Vector3Length(self.data);
}
- (float) lengthSquared {
return Vector3LengthSquared(self.data);
}
- (Vector3*) normalize {
Vector3Normalize(&data);
return self;
}
- (Vector3*) negate {
Vector3Negate(&data);
return self;
}
- (Vector3*) set:(Vector3 *)value {
data = *value.data;
return self;
}
- (Vector3*) add:(Vector3*)value {
Vector3Add(self.data, value.data, self.data);
return self;
}
- (Vector3*) subtract:(Vector3*)value {
Vector3Subtract(self.data, value.data, self.data);
return self;
}
- (Vector3*) multiplyBy:(float)scalar {
Vector3Multiply(self.data, scalar, self.data);
return self;
}
- (Vector3*) transformWith:(Matrix*)matrix {
Vector3Transform(self.data, matrix.data, self.data);
return self;
}
- (Vector3*) transformNormalWith:(Matrix*)matrix {
Vector3TransformNormal(self.data, matrix.data, self.data);
return self;
}
- (id) copyWithZone:(NSZone *)zone {
return [[Vector3 allocWithZone:zone] initWithVector3Struct:&data];
}
- (BOOL) equals:(Vector3*)vector {
if (!vector) return NO;
return vector.data->x == data.x && vector.data->y == data.y &&
vector.data->z == data.z;
}
- (BOOL) isEqual:(id)object {
if ([object isKindOfClass:[Vector3 class]]) {
return [self equals:object];
}
return NO;
}
- (NSString *) description {
return [NSString stringWithFormat:@"Vector(%f, %f, %f)", data.x, data.y, data.z];
}
// Constants
+ (Vector3*) zero {return [Vector3 vectorWithX:0 y:0 z:0];}
+ (Vector3*) one {return [Vector3 vectorWithX:1 y:1 z:1];}
+ (Vector3*) unitX {return [Vector3 vectorWithX:1 y:0 z:0];}
+ (Vector3*) unitY {return [Vector3 vectorWithX:0 y:1 z:0];}
+ (Vector3*) unitZ {return [Vector3 vectorWithX:0 y:0 z:1];}
+ (Vector3*) up {return [Vector3 vectorWithX:0 y:1 z:0];}
+ (Vector3*) down {return [Vector3 vectorWithX:0 y:-1 z:0];}
+ (Vector3*) left {return [Vector3 vectorWithX:-1 y:0 z:0];}
+ (Vector3*) right {return [Vector3 vectorWithX:1 y:0 z:0];}
+ (Vector3*) forward {return [Vector3 vectorWithX:0 y:0 z:-1];}
+ (Vector3*) backward {return [Vector3 vectorWithX:0 y:0 z:1];}
@end