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PLVector3.m
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PLVector3.m
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/*
* PanoramaGL library
* Version 0.1
* Copyright (c) 2010 Javier Baez <[email protected]>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* This class is a port from C++ to Objective-C of CVec3 class in
* "Demonstration of a line mesh intersection test (Sample1-Mesh_Line_Intersection.zip)"
* example by Jonathan Kreuzer http://www.3dkingdoms.com/weekly.
* See vec3.h.
*/
#import "PLVector3.h"
@implementation PLVector3
@synthesize x, y, z;
#pragma mark -
#pragma mark init methods
-(id)init
{
if(self = [super init])
x = y = z = 0.0f;
return self;
}
-(id)initWithX:(float) xValue y:(float) yValue z:(float) zValue
{
if(self = [super init])
{
x = xValue;
y = yValue;
z = zValue;
}
return self;
}
-(id)initWithVertex:(PLVertex)vertex
{
return [self initWithX:vertex.x y:vertex.y z:vertex.z];
}
-(id)initWithPosition:(PLPosition)position
{
return [self initWithX:position.x y:position.y z:position.z];
}
-(id)initWithVector3:(PLVector3 *)vector3
{
return [self initWithX:vector3.x y:vector3.y z:vector3.z];
}
+(PLVector3 *)vector3
{
return [[[PLVector3 alloc] init] autorelease];
}
+(PLVector3 *)vector3WithX:(float) x y:(float) y z:(float) z
{
return [[[PLVector3 alloc] initWithX:x y:y z:z] autorelease];
}
+(PLVector3 *)vector3WithVertex:(PLVertex)vertex
{
return [[[PLVector3 alloc] initWithVertex:vertex] autorelease];
}
+(PLVector3 *)vector3WithPosition:(PLPosition)position
{
return [[[PLVector3 alloc] initWithPosition:position] autorelease];
}
+(PLVector3 *)vector3WithVector3:(PLVector3 *)vector3
{
return [[[PLVector3 alloc] initWithVector3:vector3] autorelease];
}
#pragma mark -
#pragma mark property methods
-(PLPosition)getPosition
{
return PLPositionMake(x, y, z);
}
-(void)setValuesWithX:(float)xValue y:(float)yValue z:(float)zValue
{
x = xValue;
y = yValue;
z = zValue;
}
-(void)setValuesWithPosition:(PLPosition)position
{
x = position.x;
y = position.y;
z = position.z;
}
-(void)setValues:(float *)values
{
x = values[0];
y = values[1];
z = values[2];
}
#pragma mark -
#pragma mark vector methods
-(BOOL)equals:(PLVector3 *)value
{
return (x == value.x && y == value.y && z == value.z);
}
-(PLVector3 *)add:(PLVector3 *)value
{
return [PLVector3 vector3WithX:x+value.x y:y+value.y z:z+value.z];
}
-(PLVector3 *)sub:(PLVector3 *)value
{
return [PLVector3 vector3WithX:x-value.x y:y-value.y z:z-value.z];
}
-(PLVector3 *)minus
{
return [PLVector3 vector3WithX:-x y:-y z:-z];
}
-(PLVector3 *)div:(PLVector3 *)value
{
return [PLVector3 vector3WithX:x/value.x y:y/value.y z:z/value.z];
}
-(PLVector3 *)divf:(float)value
{
float invert = 1.0f / value;
return [PLVector3 vector3WithX:x*invert y:y*invert z:z*invert];
}
-(PLVector3 *)mult:(PLVector3 *)value
{
return [PLVector3 vector3WithX:x*value.x y:y*value.y z:z*value.z];
}
-(PLVector3 *)multf:(float)value
{
return [PLVector3 vector3WithX:x*value y:y*value z:z*value];
}
-(float)dot:(PLVector3 *)value
{
return x*value.x + y*value.y + z*value.z;
}
-(PLVector3 *)crossProduct:(PLVector3 *)value
{
return [PLVector3 vector3WithX:y * value.z - z * value.y
y:z * value.x - x * value.z
z:x * value.y - y * value.x];
}
-(float)magnitude
{
return sqrtf(x*x + y*y + z*z);
}
-(float)distance:(PLVector3 *)value
{
return [[self sub:value] magnitude];
}
-(void)normalize
{
float mag = (x*x + y*y + z*z);
if (mag == 0)
return;
float mult = 1.0f / sqrtf(mag);
x *= mult;
y *= mult;
z *= mult;
}
#pragma mark -
#pragma mark clone methods
-(PLVector3 *)clone
{
return [PLVector3 vector3WithVector3:self];
}
@end