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52 lines
2.3 KiB
JavaScript
Vendored
52 lines
2.3 KiB
JavaScript
Vendored
/**
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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Copyright (c) 2008, Luke Benstead.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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(function(cc) {
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var proto = cc.math.Vec3.prototype;
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proto.transformCoordSIMD = function(mat4){
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var vec = SIMD.float32x4(this.x, this.y, this.z, 0.0);
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var mat0 = SIMD.float32x4.load(mat4.mat, 0);
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var mat1 = SIMD.float32x4.load(mat4.mat, 4);
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var mat2 = SIMD.float32x4.load(mat4.mat, 8);
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var mat3 = SIMD.float32x4.load(mat4.mat, 12);
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//cc.kmVec4Transform(v, inV,pM);
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var out = SIMD.float32x4.add(
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SIMD.float32x4.add(SIMD.float32x4.mul(mat0, SIMD.float32x4.swizzle(vec, 0, 0, 0, 0)),
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SIMD.float32x4.mul(mat1, SIMD.float32x4.swizzle(vec, 1, 1, 1, 1))),
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SIMD.float32x4.add(SIMD.float32x4.mul(mat2, SIMD.float32x4.swizzle(vec, 2, 2, 2, 2)),
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mat3));
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out = SIMD.float32x4.div(out, SIMD.float32x4.swizzle(out, 3, 3, 3, 3));
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this.fill(out);
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return this;
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};
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})(cc);
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