1 /**
  2  Copyright (c) 2010-2012 cocos2d-x.org
  3  Copyright (c) 2008, Luke Benstead.
  4  All rights reserved.
  5 
  6  Redistribution and use in source and binary forms, with or without modification,
  7  are permitted provided that the following conditions are met:
  8 
  9  Redistributions of source code must retain the above copyright notice,
 10  this list of conditions and the following disclaimer.
 11  Redistributions in binary form must reproduce the above copyright notice,
 12  this list of conditions and the following disclaimer in the documentation
 13  and/or other materials provided with the distribution.
 14 
 15  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 16  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 17  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 18  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 19  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 20  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 21  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 22  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 23  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 24  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 25  */
 26 
 27 cc.kmVec4 = function (x, y, z, w) {
 28     this.x = x || 0;
 29     this.y = y || 0;
 30     this.z = z || 0;
 31     this.w = w || 0;
 32 };
 33 
 34 
 35 cc.kmVec4Fill = function(outVec, x, y ,z, w){
 36     outVec.x = x;
 37     outVec.y = y;
 38     outVec.z = z;
 39     outVec.w = w;
 40     return outVec;
 41 };
 42 
 43 cc.kmVec4Add = function(outVec, pV1, pV2){
 44     outVec.x = pV1.x + pV2.x;
 45     outVec.y = pV1.y + pV2.y;
 46     outVec.z = pV1.z + pV2.z;
 47     outVec.w = pV1.w + pV2.w;
 48 
 49     return outVec;
 50 };
 51 
 52 cc.kmVec4Dot = function( vec1, vec2){
 53     return (  vec1.x * vec2.x
 54         + vec1.y * vec2.y
 55         + vec1.z * vec2.z
 56         + vec1.w * vec2.w );
 57 };
 58 
 59 cc.kmVec4Length = function(inVec){
 60     return Math.sqrt(cc.kmSQR(inVec.x) + cc.kmSQR(inVec.y) + cc.kmSQR(inVec.z) + cc.kmSQR(inVec.w));
 61 };
 62 
 63 cc.kmVec4LengthSq = function(inVec){
 64     return cc.kmSQR(inVec.x) + cc.kmSQR(inVec.y) + cc.kmSQR(inVec.z) + cc.kmSQR(inVec.w);
 65 };
 66 
 67 cc.kmVec4Lerp = function(outVec, pV1, pV2, t){
 68     return outVec;
 69 };
 70 
 71 cc.kmVec4Normalize = function(outVec, inVec){
 72     var l = 1.0 / cc.kmVec4Length(inVec);
 73 
 74     outVec.x *= l;
 75     outVec.y *= l;
 76     outVec.z *= l;
 77     outVec.w *= l;
 78 
 79     return outVec;
 80 };
 81 
 82 cc.kmVec4Scale = function(outVec, inVec, scale){
 83     cc.kmVec4Normalize(outVec, inVec);
 84 
 85     outVec.x *= scale;
 86     outVec.y *= scale;
 87     outVec.z *= scale;
 88     outVec.w *= scale;
 89     return outVec;
 90 };
 91 
 92 cc.kmVec4Subtract = function(outVec,vec1, vec2){
 93     outVec.x = vec1.x - vec2.x;
 94     outVec.y = vec1.y - vec2.y;
 95     outVec.z = vec1.z - vec2.z;
 96     outVec.w = vec1.w - vec2.w;
 97 
 98     return outVec;
 99 };
100 
101 cc.kmVec4Transform = function(outVec, vec,mat4Obj){
102     outVec.x = vec.x * mat4Obj.mat[0] + vec.y * mat4Obj.mat[4] + vec.z * mat4Obj.mat[8] + vec.w * mat4Obj.mat[12];
103     outVec.y = vec.x * mat4Obj.mat[1] + vec.y * mat4Obj.mat[5] + vec.z * mat4Obj.mat[9] + vec.w * mat4Obj.mat[13];
104     outVec.z = vec.x * mat4Obj.mat[2] + vec.y * mat4Obj.mat[6] + vec.z * mat4Obj.mat[10] + vec.w * mat4Obj.mat[14];
105     outVec.w = vec.x * mat4Obj.mat[3] + vec.y * mat4Obj.mat[7] + vec.z * mat4Obj.mat[11] + vec.w * mat4Obj.mat[15];
106     return outVec;
107 };
108 
109 cc.kmVec4TransformArray = function(outVec,outStride,vecObj,stride,mat4Obj,count){
110     var i = 0;
111     //Go through all of the vectors
112     while (i < count) {
113         var currIn = vecObj + (i * stride); //Get a pointer to the current input
114         var out = outVec + (i * outStride); //and the current output
115         cc.kmVec4Transform(out, currIn, mat4Obj); //Perform transform on it
116         ++i;
117     }
118 
119     return outVec;
120 };
121 
122 cc.kmVec4AreEqual = function(vec1,vec2){
123     return (
124         (vec1.x < vec2.x + cc.kmEpsilon && vec1.x > vec2.x - cc.kmEpsilon) &&
125             (vec1.y < vec2.y + cc.kmEpsilon && vec1.y > vec2.y - cc.kmEpsilon) &&
126             (vec1.z < vec2.z + cc.kmEpsilon && vec1.z > vec2.z - cc.kmEpsilon) &&
127             (vec1.w < vec2.w + cc.kmEpsilon && vec1.w > vec2.w - cc.kmEpsilon)
128         );
129 };
130 
131 cc.kmVec4Assign = function(destVec, srcVec){
132     if(destVec == srcVec){
133         cc.log("destVec and srcVec are same object");
134         return destVec;
135     }
136 
137     destVec.x = srcVec.x;
138     destVec.y = srcVec.y;
139     destVec.z = srcVec.z;
140     destVec.w = srcVec.w;
141 
142     return destVec;
143 };
144 
145 cc.kmVec4ToTypeArray = function(vecValue){
146     if(!vecValue)
147         return null;
148 
149     var tyArr = new Float32Array(4);
150     tyArr[0] = vecValue.x;
151     tyArr[1] = vecValue.y;
152     tyArr[2] = vecValue.z;
153     tyArr[3] = vecValue.w;
154     return tyArr;
155 };
156 
157