/** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008, Luke Benstead. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ cc.kmVec4 = function (x, y, z, w) { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; }; cc.kmVec4Fill = function(outVec, x, y ,z, w){ outVec.x = x; outVec.y = y; outVec.z = z; outVec.w = w; return outVec; }; cc.kmVec4Add = function(outVec, pV1, pV2){ outVec.x = pV1.x + pV2.x; outVec.y = pV1.y + pV2.y; outVec.z = pV1.z + pV2.z; outVec.w = pV1.w + pV2.w; return outVec; }; cc.kmVec4Dot = function( vec1, vec2){ return ( vec1.x * vec2.x + vec1.y * vec2.y + vec1.z * vec2.z + vec1.w * vec2.w ); }; cc.kmVec4Length = function(inVec){ return Math.sqrt(cc.kmSQR(inVec.x) + cc.kmSQR(inVec.y) + cc.kmSQR(inVec.z) + cc.kmSQR(inVec.w)); }; cc.kmVec4LengthSq = function(inVec){ return cc.kmSQR(inVec.x) + cc.kmSQR(inVec.y) + cc.kmSQR(inVec.z) + cc.kmSQR(inVec.w); }; cc.kmVec4Lerp = function(outVec, pV1, pV2, t){ return outVec; }; cc.kmVec4Normalize = function(outVec, inVec){ var l = 1.0 / cc.kmVec4Length(inVec); outVec.x *= l; outVec.y *= l; outVec.z *= l; outVec.w *= l; return outVec; }; cc.kmVec4Scale = function(outVec, inVec, scale){ cc.kmVec4Normalize(outVec, inVec); outVec.x *= scale; outVec.y *= scale; outVec.z *= scale; outVec.w *= scale; return outVec; }; cc.kmVec4Subtract = function(outVec,vec1, vec2){ outVec.x = vec1.x - vec2.x; outVec.y = vec1.y - vec2.y; outVec.z = vec1.z - vec2.z; outVec.w = vec1.w - vec2.w; return outVec; }; cc.kmVec4Transform = function(outVec, vec,mat4Obj){ outVec.x = vec.x * mat4Obj.mat[0] + vec.y * mat4Obj.mat[4] + vec.z * mat4Obj.mat[8] + vec.w * mat4Obj.mat[12]; outVec.y = vec.x * mat4Obj.mat[1] + vec.y * mat4Obj.mat[5] + vec.z * mat4Obj.mat[9] + vec.w * mat4Obj.mat[13]; outVec.z = vec.x * mat4Obj.mat[2] + vec.y * mat4Obj.mat[6] + vec.z * mat4Obj.mat[10] + vec.w * mat4Obj.mat[14]; outVec.w = vec.x * mat4Obj.mat[3] + vec.y * mat4Obj.mat[7] + vec.z * mat4Obj.mat[11] + vec.w * mat4Obj.mat[15]; return outVec; }; cc.kmVec4TransformArray = function(outVec,outStride,vecObj,stride,mat4Obj,count){ var i = 0; //Go through all of the vectors while (i < count) { var currIn = vecObj + (i * stride); //Get a pointer to the current input var out = outVec + (i * outStride); //and the current output cc.kmVec4Transform(out, currIn, mat4Obj); //Perform transform on it ++i; } return outVec; }; cc.kmVec4AreEqual = function(vec1,vec2){ return ( (vec1.x < vec2.x + cc.kmEpsilon && vec1.x > vec2.x - cc.kmEpsilon) && (vec1.y < vec2.y + cc.kmEpsilon && vec1.y > vec2.y - cc.kmEpsilon) && (vec1.z < vec2.z + cc.kmEpsilon && vec1.z > vec2.z - cc.kmEpsilon) && (vec1.w < vec2.w + cc.kmEpsilon && vec1.w > vec2.w - cc.kmEpsilon) ); }; cc.kmVec4Assign = function(destVec, srcVec){ if(destVec == srcVec){ cc.log("destVec and srcVec are same object"); return destVec; } destVec.x = srcVec.x; destVec.y = srcVec.y; destVec.z = srcVec.z; destVec.w = srcVec.w; return destVec; }; cc.kmVec4ToTypeArray = function(vecValue){ if(!vecValue) return null; var tyArr = new Float32Array(4); tyArr[0] = vecValue.x; tyArr[1] = vecValue.y; tyArr[2] = vecValue.z; tyArr[3] = vecValue.w; return tyArr; };