Pixel-Composer/scripts/BBMOD_Vec4/BBMOD_Vec4.gml
2023-04-23 16:47:33 +02:00

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Text

/// @func BBMOD_Vec4([_x[, _y, _z, _w]])
///
/// @desc A 4D vector.
///
/// @param {Real} [_x] The first component of the vector. Defaults to 0.
/// @param {Real} [_y] The second component of the vector. Defaults to `_x`.
/// @param {Real} [_z] The third component of the vector. Defaults to `_x`.
/// @param {Real} [_w] The fourth component of the vector. Defaults to `_x`.
///
/// @see BBMOD_Vec2
/// @see BBMOD_Vec3
function BBMOD_Vec4(_x=0.0, _y=_x, _z=_x, _w=_x) constructor
{
/// @var {Real} The first component of the vector.
X = _x;
/// @var {Real} The second component of the vector.
Y = _y;
/// @var {Real} The third component of the vector.
Z = _z;
/// @var {Real} The fourth component of the vector.
W = _w;
/// @func Abs()
///
/// @desc Creates a new vector where each component is equal to the absolute
/// value of the original component.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(1.0, 2.0, 3.0, 4.0):
/// new BBMOD_Vec4(-1.0, 2.0, -3.0, 4.0).Abs()
/// ```
static Abs = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
abs(X),
abs(Y),
abs(Z),
abs(W)
);
};
/// @func Add(_v)
///
/// @desc Adds vectors and returns the result as a new vector.
///
/// @param {Struct.BBMOD_Vec4} _v The other vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
static Add = function (_v) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
X + _v.X,
Y + _v.Y,
Z + _v.Z,
W + _v.W
);
};
/// @func Ceil()
///
/// @desc Applies function `ceil` to each component of the vector and returns
/// the result as a new vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(1.0, 2.0, 3.0, 4.0):
/// new BBMOD_Vec4(0.2, 1.6, 2.4, 3.1).Ceil()
/// ```
static Ceil = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
ceil(X),
ceil(Y),
ceil(Z),
ceil(W)
);
};
/// @func Clamp(_min, _max)
///
/// @desc Clamps each component of the vector between corresponding
/// components of `_min` and `_max` and returns the result as a new vector.
///
/// @param {Struct.BBMOD_Vec4} _min A vector with minimum components.
/// @param {Struct.BBMOD_Vec4} _max A vector with maximum components.
///
/// @return {Struct.BBMOD_Vec4} The resulting vector.
static Clamp = function (_min, _max) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
clamp(X, _min.X, _max.X),
clamp(Y, _min.Y, _max.Y),
clamp(Z, _min.Z, _max.Z),
clamp(W, _min.W, _max.W)
);
};
/// @func ClampLength(_min, _max)
///
/// @desc Clamps the length of the vector between `_min` and `_max` and
/// returns the result as a new vector.
///
/// @param {Real} _min The minimum length of the vector.
/// @param {Real} _max The maximum length of the vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(3.0, 0.0, 0.0, 0.0):
/// new BBMOD_Vec4(3.0, 0.0, 0.0, 0.0).ClampLength(1.0, 5.0)
/// // => BBMOD_Vec4(4.0, 0.0, 0.0, 0.0):
/// new BBMOD_Vec4(3.0, 0.0, 0.0, 0.0).ClampLength(4.0, 5.0)
/// // => BBMOD_Vec4(2.0, 0.0, 0.0, 0.0):
/// new BBMOD_Vec4(3.0, 0.0, 0.0, 0.0).ClampLength(1.0, 2.0)
/// ```
static ClampLength = function (_min, _max) {
gml_pragma("forceinline");
var _length = sqrt(
X * X
+ Y * Y
+ Z * Z
+ W * W
);
var _newLength = clamp(_length, _min, _max);
return new BBMOD_Vec4(
(X / _length) * _newLength,
(Y / _length) * _newLength,
(Z / _length) * _newLength,
(W / _length) * _newLength
);
};
/// @func Clone()
///
/// @desc Creates a clone of the vector.
///
/// @return {Struct.BBMOD_Vec4} The creted vector.
static Clone = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
X,
Y,
Z,
W
);
};
/// @func Copy(_dest)
///
/// @desc Copies components of the vector to the `_dest` vector.
///
/// @param {Struct.BBMOD_Vec4} _dest The destination vector.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
///
/// @example
/// ```gml
/// var _v1 = new BBMOD_Vec4(1.0, 2.0, 3.0, 4.0);
/// var _v2 = new BBMOD_Vec4(5.0, 6.0, 7.0, 8.0);
/// show_debug_message(_v2) // Prints { X: 5.0, Y: 6.0, Z: 7.0, W: 8.0 }
/// _v1.Copy(_v2);
/// show_debug_message(_v2) // Prints { X: 1.0, Y: 2.0, Z: 3.0, W: 4.0 }
/// ```
static Copy = function (_dest) {
gml_pragma("forceinline");
_dest.X = X;
_dest.Y = Y;
_dest.Z = Z;
_dest.W = W;
return self;
};
/// @func Dot(_v)
///
/// @desc Computes the dot product of this vector and vector `_v`.
///
/// @param {Struct.BBMOD_Vec4} _v The other vector.
///
/// @return {Real} The dot product of this vector and vector `_v`.
static Dot = function (_v) {
gml_pragma("forceinline");
return (
X * _v.X
+ Y * _v.Y
+ Z * _v.Z
+ W * _v.W
);
};
/// @func Equals(_v)
///
/// @desc Checks whether this vectors equals to vector `_v`.
///
/// @param {Struct.BBMOD_Vec4} _v The vector to compare to.
///
/// @return {Bool} Returns `true` if the two vectors are equal.
static Equals = function (_v) {
gml_pragma("forceinline");
return (
X == _v.X
&& Y == _v.Y
&& Z == _v.Z
&& W == _v.W
);
};
/// @func Floor()
///
/// @desc Applies function `floor` to each component of the vector and returns
/// the result as a new vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(0.0, 1.0, 2.0, 3.0):
/// new BBMOD_Vec4(0.2, 1.6, 2.4, 3.1).Floor()
/// ```
static Floor = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
floor(X),
floor(Y),
floor(Z),
floor(W)
);
};
/// @func Frac()
///
/// @desc Applies function `frac` to each component of the vector and returns
/// the result as a new vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(0.2, 0.6, 0.4, 0.1)
/// new BBMOD_Vec4(0.2, 1.6, 2.4, 3.1).Frac()
/// ```
static Frac = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
frac(X),
frac(Y),
frac(Z),
frac(W)
);
};
/// @func FromArray(_array[, _index])
///
/// @desc Loads vector components from an array.
///
/// @param {Array<Real>} _array The array to read the components from.
///
/// @param {Real} [_index] The index to start reading the vector components
/// from. Defaults to 0.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
static FromArray = function (_array, _index=0) {
gml_pragma("forceinline");
X = _array[_index];
Y = _array[_index + 1];
Z = _array[_index + 2];
W = _array[_index + 3];
return self;
};
/// @func FromBarycentric(_v1, _v2, _v3, _f, _g)
///
/// @desc Computes the vector components using a formula
/// `_v1 + _f * (_v2 - _v1) + _g * (_v3 - _v1)`.
///
/// @param {Struct.BBMOD_Vec4} _v1 The first point of a triangle.
/// @param {Struct.BBMOD_Vec4} _v2 The second point of a triangle.
/// @param {Struct.BBMOD_Vec4} _v3 The third point of a triangle.
/// @param {Real} _f The weighting factor between `_v1` and `_v2`.
/// @param {Real} _g The weighting factor between `_v1` and `_v3`.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
static FromBarycentric = function (_v1, _v2, _v3, _f, _g) {
gml_pragma("forceinline");
var _v1X = _v1.X;
var _v1Y = _v1.Y;
var _v1Z = _v1.Z;
var _v1W = _v1.W;
X = _v1X + _f * (_v2.X - _v1X) + _g * (_v3.X - _v1X);
Y = _v1Y + _f * (_v2.Y - _v1Y) + _g * (_v3.Y - _v1Y);
Z = _v1Z + _f * (_v2.Z - _v1Z) + _g * (_v3.Z - _v1Z);
W = _v1W + _f * (_v2.W - _v1W) + _g * (_v3.W - _v1W);
return self;
};
/// @func FromBuffer(_buffer, _type)
///
/// @desc Loads vector components from a buffer.
///
/// @param {Id.Buffer} _buffer The buffer to read the components from.
/// @param {Constant.BufferDataType} _type The type of each component.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
static FromBuffer = function (_buffer, _type) {
gml_pragma("forceinline");
X = buffer_read(_buffer, _type);
Y = buffer_read(_buffer, _type);
Z = buffer_read(_buffer, _type);
W = buffer_read(_buffer, _type);
return self;
};
/// @func Length()
///
/// @desc Computes the length of the vector.
///
/// @return {Real} The length of the vector.
static Length = function () {
gml_pragma("forceinline");
return sqrt(
X * X
+ Y * Y
+ Z * Z
+ W * W
);
};
/// @func LengthSqr()
///
/// @desc Computes a squared length of the vector.
///
/// @return {Real} The squared length of the vector.
static LengthSqr = function () {
gml_pragma("forceinline");
return (
X * X
+ Y * Y
+ Z * Z
+ W * W
);
};
/// @func Lerp(_v, _amount)
///
/// @desc Linearly interpolates between vector `_v` by the given amount.
///
/// @param {Struct.BBMOD_Vec4} _v The vector to interpolate with.
/// @param {Real} _amount The interpolation factor.
static Lerp = function (_v, _amount) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
lerp(X, _v.X, _amount),
lerp(Y, _v.Y, _amount),
lerp(Z, _v.Z, _amount),
lerp(W, _v.W, _amount)
);
};
/// @func MaxComponent()
///
/// @desc Computes the greatest component of the vector.
///
/// @return {Real} The greates component of the vector.
static MaxComponent = function () {
gml_pragma("forceinline");
return max(
X,
Y,
Z,
W,
);
};
/// @func Maximize(_v)
///
/// @desc Creates a new vector where each component is the maximum component
/// from this vector and vector `_v`.
///
/// @param {Struct.BBMOD_Vec4} _v The other vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// var _v1 = new BBMOD_Vec4(1.0, 4.0, 5.0, 8.0);
/// var _v2 = new BBMOD_Vec4(2.0, 3.0, 6.0, 7.0);
/// var _vMax = _v1.Maximize(_v2); // Equals to BBMOD_Vec4(2.0, 4.0, 6.0, 8.0)
/// ```
static Maximize = function (_v) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
max(X, _v.X),
max(Y, _v.Y),
max(Z, _v.Z),
max(W, _v.W)
);
};
/// @func MinComponent()
///
/// @desc Computes the smallest component of the vector.
///
/// @return {Real} The smallest component of the vector.
static MinComponent = function () {
gml_pragma("forceinline");
return min(
X,
Y,
Z,
W,
);
};
/// @func Minimize(_v)
///
/// @desc Creates a new vector where each component is the minimum component
/// from this vector and vector `_v`.
///
/// @param {Struct.BBMOD_Vec4} _v The other vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// var _v1 = new BBMOD_Vec4(1.0, 4.0, 5.0, 8.0);
/// var _v2 = new BBMOD_Vec4(2.0, 3.0, 6.0, 7.0);
/// var _vMin = _v1.Minimize(_v2); // Equals to BBMOD_Vec4(1.0, 3.0, 5.0, 7.0)
/// ```
static Minimize = function (_v) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
min(X, _v.X),
min(Y, _v.Y),
min(Z, _v.Z),
min(W, _v.W)
);
};
/// @func Mul(_v)
///
/// @desc Multiplies the vector with vector `_v` and returns the result
/// as a new vector.
///
/// @param {Struct.BBMOD_Vec4} _v The other vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
static Mul = function (_v) {
gml_pragma("forceinline");
return new BBMOD_Vec4(
X * _v.X,
Y * _v.Y,
Z * _v.Z,
W * _v.W
);
};
/// @func Normalize()
///
/// @desc Normalizes the vector and returns the result as a new vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
static Normalize = function () {
gml_pragma("forceinline");
var _lengthSqr = (
X * X
+ Y * Y
+ Z * Z
+ W * W
);
if (_lengthSqr >= math_get_epsilon())
{
var _n = 1.0 / sqrt(_lengthSqr);
return new BBMOD_Vec4(
X * _n,
Y * _n,
Z * _n,
W * _n
);
}
return new BBMOD_Vec4(
X,
Y,
Z,
W
);
};
/// @func Reflect(_v)
///
/// @desc Reflects the vector from vector `_v` and returns the result
/// as a new vector.
///
/// @param {Struct.BBMOD_Vec4} _v The vector to reflect from.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
static Reflect = function (_v) {
gml_pragma("forceinline");
var _dot2 = (
X * _v.X
+ Y * _v.Y
+ Z * _v.Z
+ W * _v.W
) * 2.0;
return new BBMOD_Vec4(
X - (_dot2 * _v.X),
Y - (_dot2 * _v.Y),
Z - (_dot2 * _v.Z),
W - (_dot2 * _v.W)
);
};
/// @func Round()
///
/// @desc Applies function `round` to each component of the vector and returns
/// the result as a new vector.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(0.0, 2.0, 2.0, 3.0):
/// new BBMOD_Vec4(0.2, 1.6, 2.4, 3.1).Round()
/// ```
static Round = function () {
gml_pragma("forceinline");
return new BBMOD_Vec4(
round(X),
round(Y),
round(Z),
round(W)
);
};
/// @func Scale(_s)
///
/// @desc Scales each component of the vector by `_s` and returns the result
/// as a new vector.
///
/// @param {Real} _s The value to scale the components by.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// // => BBMOD_Vec4(2.0, 4.0, 6.0, 8.0):
/// new BBMOD_Vec4(1.0, 2.0, 3.0, 4.0).Scale(2.0)
/// ```
static Scale = function (_s) {
gml_pragma("forceinline")
return new BBMOD_Vec4(
X * _s,
Y * _s,
Z * _s,
W * _s
);
};
/// @func Get(_index)
///
/// @desc Retrieves vector component at given index (0 is X, 1 is Y, etc.).
///
/// @param {Real} _index The index of the component.
///
/// @return {Real} The value of the vector component at given index.
///
/// @throws {BBMOD_OutOfRangeException} If an invalid index is passed.
static Get = function (_index) {
gml_pragma("forceinline");
switch (_index)
{
case 0:
return X;
case 1:
return Y;
case 2:
return Z;
case 3:
return W;
}
throw new BBMOD_OutOfRangeException();
};
/// @func Set([_x[, _y, _z, _w]])
///
/// @desc Sets vector components in-place.
///
/// @param {Real} [_x] The new value of the first component. Defaults to 0.
/// @param {Real} [_y] The new value of the second component. Defaults to `_x`.
/// @param {Real} [_z] The new value of the third component. Defaults to `_x`.
/// @param {Real} [_w] The new value of the fourth component. Defaults to `_x`.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
static Set = function (_x=0.0, _y=_x, _z=_x, _w=_x) {
gml_pragma("forceinline");
X = _x;
Y = _y;
Z = _z;
W = _w;
return self;
};
/// @func SetIndex(_index, _value)
///
/// @desc Sets vector component in-place.
///
/// @param {Real} _index The index of the component, starting at 0.
/// @param {Real} _value The new value of the component.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
///
/// @throws {BBMOD_OutOfRangeException} If the given index is out of range
/// of possible values.
static SetIndex = function (_index, _value) {
gml_pragma("forceinline");
switch (_index)
{
case 0:
X = _value;
break;
case 1:
Y = _value;
break;
case 2:
Z = _value;
break;
case 3:
W = _value;
break;
default:
throw new BBMOD_OutOfRangeException();
break;
}
return self;
};
/// @func Sub(_v)
///
/// @desc Subtracts vector `_v` from this vector and returns the result
/// as a new vector.
///
/// @param {Struct.BBMOD_Vec4} _v The vector to subtract from this one.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
///
/// @example
/// ```gml
/// var _v1 = new BBMOD_Vec4(1.0, 2.0, 3.0, 4.0);
/// var _v2 = new BBMOD_Vec4(5.0, 6.0, 7.0, 8.0);
/// var _v3 = _v1.Sub(_v2); // Equals to BBMOD_Vec4(-4.0, -4.0, -4.0, -4.0)
/// ```
static Sub = function (_v) {
gml_pragma("forceinline")
return new BBMOD_Vec4(
X - _v.X,
Y - _v.Y,
Z - _v.Z,
W - _v.W
);
};
/// @func ToArray([_array[, _index]])
///
/// @desc Writes the components of the vector into the target array.
///
/// @param {Array<Real>} [_array] The array to write to. If `undefined` a
/// new one of required size is created.
/// @param {Real} [_index] The starting index within the target array.
/// Defaults to 0.
///
/// @return {Array<Real>} The target array.
static ToArray = function (_array=undefined, _index=0) {
gml_pragma("forceinline");
_array ??= array_create(4, 0.0);
_array[@ _index] = X;
_array[@ _index + 1] = Y;
_array[@ _index + 2] = Z;
_array[@ _index + 3] = W;
return _array;
};
/// @func ToBuffer(_buffer, _type)
///
/// @desc Writes the components of the vector into the buffer.
///
/// @param {Id.Buffer} _buffer The buffer to write to.
/// @param {Constant.BufferDataType} _type The type of the components.
///
/// @return {Struct.BBMOD_Vec4} Returns `self`.
static ToBuffer = function (_buffer, _type) {
gml_pragma("forceinline");
buffer_write(_buffer, _type, X);
buffer_write(_buffer, _type, Y);
buffer_write(_buffer, _type, Z);
buffer_write(_buffer, _type, W);
return self;
};
/// @func Transform(_m)
///
/// @desc Transforms the vector by a matrix and returns the result
/// as a new vector.
///
/// @param {Array<Real>} _m The matrix to transform the vector by.
///
/// @return {Struct.BBMOD_Vec4} The created vector.
static Transform = function (_m) {
gml_pragma("forceinline")
var _x = X;
var _y = Y;
var _z = Z;
var _w = W;
return new BBMOD_Vec4(
_m[0] * _x + _m[4] * _y + _m[ 8] * _z + _m[12] * _w,
_m[1] * _x + _m[5] * _y + _m[ 9] * _z + _m[13] * _w,
_m[2] * _x + _m[6] * _y + _m[10] * _z + _m[14] * _w,
_m[3] * _x + _m[7] * _y + _m[11] * _z + _m[15] * _w
);
};
}