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Vector.hx
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package h3d;
using hxd.Math;
/**
A 4 floats vector. Everytime a Vector is returned, it means a copy is created.
**/
@:noDebug
class Vector {
public var x : Float;
public var y : Float;
public var z : Float;
public var w : Float;
public inline function new( x = 0., y = 0., z = 0., w = 1. ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public inline function distance( v : Vector ) {
return Math.sqrt(distanceSq(v));
}
public inline function distanceSq( v : Vector ) {
var dx = v.x - x;
var dy = v.y - y;
var dz = v.z - z;
return dx * dx + dy * dy + dz * dz;
}
public inline function sub( v : Vector ) {
return new Vector(x - v.x, y - v.y, z - v.z, w - v.w);
}
public inline function add( v : Vector ) {
return new Vector(x + v.x, y + v.y, z + v.z, w + v.w);
}
// note : cross product is left-handed
public inline function cross( v : Vector ) {
return new Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x, 1);
}
public inline function reflect( n : Vector ) {
var k = 2 * this.dot3(n);
return new Vector(x - k * n.x, y - k * n.y, z - k * n.z, 1);
}
public inline function dot3( v : Vector ) {
return x * v.x + y * v.y + z * v.z;
}
public inline function dot4( v : Vector ) {
return x * v.x + y * v.y + z * v.z + w * v.w;
}
public inline function lengthSq() {
return x * x + y * y + z * z;
}
public inline function length() {
return lengthSq().sqrt();
}
public function normalize() {
var k = lengthSq();
if( k < hxd.Math.EPSILON ) k = 0 else k = k.invSqrt();
x *= k;
y *= k;
z *= k;
}
public inline function normalizeFast() {
var k = lengthSq().invSqrt();
x *= k;
y *= k;
z *= k;
}
public inline function getNormalized() {
var k = lengthSq();
if( k < hxd.Math.EPSILON ) k = 0 else k = k.invSqrt();
return new Vector(x * k, y * k, z * k);
}
public inline function set(x=0.,y=0.,z=0.,w=1.) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public inline function load(v : Vector) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = v.w;
}
public inline function scale3( f : Float ) {
x *= f;
y *= f;
z *= f;
}
public inline function project( m : Matrix ) {
var px = x * m._11 + y * m._21 + z * m._31 + w * m._41;
var py = x * m._12 + y * m._22 + z * m._32 + w * m._42;
var pz = x * m._13 + y * m._23 + z * m._33 + w * m._43;
var iw = 1 / (x * m._14 + y * m._24 + z * m._34 + w * m._44);
x = px * iw;
y = py * iw;
z = pz * iw;
w = 1;
}
public inline function lerp( v1 : Vector, v2 : Vector, k : Float ) {
var x = Math.lerp(v1.x, v2.x, k);
var y = Math.lerp(v1.y, v2.y, k);
var z = Math.lerp(v1.z, v2.z, k);
var w = Math.lerp(v1.w, v2.w, k);
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public inline function transform3x4( m : Matrix ) {
var px = x * m._11 + y * m._21 + z * m._31 + w * m._41;
var py = x * m._12 + y * m._22 + z * m._32 + w * m._42;
var pz = x * m._13 + y * m._23 + z * m._33 + w * m._43;
x = px;
y = py;
z = pz;
}
public inline function transform3x3( m : Matrix ) {
var px = x * m._11 + y * m._21 + z * m._31;
var py = x * m._12 + y * m._22 + z * m._32;
var pz = x * m._13 + y * m._23 + z * m._33;
x = px;
y = py;
z = pz;
}
public inline function transform( m : Matrix ) {
var px = x * m._11 + y * m._21 + z * m._31 + w * m._41;
var py = x * m._12 + y * m._22 + z * m._32 + w * m._42;
var pz = x * m._13 + y * m._23 + z * m._33 + w * m._43;
var pw = x * m._14 + y * m._24 + z * m._34 + w * m._44;
x = px;
y = py;
z = pz;
w = pw;
}
public inline function clone() {
return new Vector(x,y,z,w);
}
public inline function toPoint() {
return new h3d.col.Point(x, y, z);
}
public function toString() {
return '{${x.fmt()},${y.fmt()},${z.fmt()},${w.fmt()}}';
}
/// ----- COLOR FUNCTIONS
public var r(get, set) : Float;
public var g(get, set) : Float;
public var b(get, set) : Float;
public var a(get, set) : Float;
inline function get_r() return x;
inline function get_g() return y;
inline function get_b() return z;
inline function get_a() return w;
inline function set_r(v) return x = v;
inline function set_g(v) return y = v;
inline function set_b(v) return z = v;
inline function set_a(v) return w = v;
public inline function setColor( c : Int ) {
r = ((c >> 16) & 0xFF) / 255;
g = ((c >> 8) & 0xFF) / 255;
b = (c & 0xFF) / 255;
a = (c >>> 24) / 255;
}
public function makeColor( hue : Float, saturation : Float = 1., brightness : Float = 0.5 ) {
hue = Math.ufmod(hue, Math.PI * 2);
var c = (1 - Math.abs(2 * brightness - 1)) * saturation;
var x = c * (1 - Math.abs((hue * 3 / Math.PI) % 2. - 1));
var m = brightness - c / 2;
if( hue < Math.PI / 3 ) {
r = c;
g = x;
b = 0;
} else if( hue < Math.PI * 2 / 3 ) {
r = x;
g = c;
b = 0;
} else if( hue < Math.PI ) {
r = 0;
g = c;
b = x;
} else if( hue < Math.PI * 4 / 3 ) {
r = 0;
g = x;
b = c;
} else if( hue < Math.PI * 5 / 3 ) {
r = x;
g = 0;
b = c;
} else {
r = c;
g = 0;
b = x;
}
r += m;
g += m;
b += m;
a = 1;
}
public inline function toColor() {
return (Std.int(a.clamp() * 255 + 0.499) << 24) | (Std.int(r.clamp() * 255 + 0.499) << 16) | (Std.int(g.clamp() * 255 + 0.499) << 8) | Std.int(b.clamp() * 255 + 0.499);
}
public static inline function fromColor( c : Int, scale : Float = 1.0 ) {
var s = scale / 255;
return new Vector(((c>>16)&0xFF)*s,((c>>8)&0xFF)*s,(c&0xFF)*s,(c >>> 24)*s);
}
}