mirror of
https://github.com/tiennm99/fbird.git
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159 lines
5.2 KiB
JavaScript
Vendored
159 lines
5.2 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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cc.math.Vec4 = function (x, y, z, w) {
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if (x && y === undefined) {
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this.x = x.x;
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this.y = x.y;
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this.z = x.z;
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this.w = x.w;
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} else {
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this.x = x || 0;
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this.y = y || 0;
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this.z = z || 0;
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this.w = w || 0;
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}
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};
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cc.kmVec4 = cc.math.Vec4;
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var proto = cc.math.Vec4.prototype;
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proto.fill = function (x, y, z, w) { //=cc.kmVec4Fill
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if (x && y === undefined) {
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this.x = x.x;
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this.y = x.y;
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this.z = x.z;
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this.w = x.w;
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} else {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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};
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proto.add = function(vec) { //cc.kmVec4Add
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if(!vec)
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return this;
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this.x += vec.x;
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this.y += vec.y;
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this.z += vec.z;
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this.w += vec.w;
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return this;
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};
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proto.dot = function(vec){ //cc.kmVec4Dot
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return ( this.x * vec.x + this.y * vec.y + this.z * vec.z + this.w * vec.w );
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};
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proto.length = function(){ //=cc.kmVec4Length
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return Math.sqrt(cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z) + cc.math.square(this.w));
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};
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proto.lengthSq = function(){ //=cc.kmVec4LengthSq
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return cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z) + cc.math.square(this.w);
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};
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proto.lerp = function(vec, t){ //= cc.kmVec4Lerp
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//not implemented
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return this;
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};
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proto.normalize = function() { // cc.kmVec4Normalize
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var l = 1.0 / this.length();
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this.x *= l;
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this.y *= l;
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this.z *= l;
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this.w *= l;
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return this;
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};
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proto.scale = function(scale){ //= cc.kmVec4Scale
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/// Scales a vector to the required length. This performs a Normalize before multiplying by S.
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this.normalize();
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this.x *= scale;
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this.y *= scale;
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this.z *= scale;
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this.w *= scale;
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return this;
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};
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proto.subtract = function(vec) {
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this.x -= vec.x;
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this.y -= vec.y;
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this.z -= vec.z;
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this.w -= vec.w;
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};
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proto.transform = function(mat4) {
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var x = this.x, y = this.y, z = this.z, w = this.w, mat = mat4.mat;
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this.x = x * mat[0] + y * mat[4] + z * mat[8] + w * mat[12];
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this.y = x * mat[1] + y * mat[5] + z * mat[9] + w * mat[13];
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this.z = x * mat[2] + y * mat[6] + z * mat[10] + w * mat[14];
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this.w = x * mat[3] + y * mat[7] + z * mat[11] + w * mat[15];
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return this;
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};
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cc.math.Vec4.transformArray = function(vecArray, mat4){
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var retArray = [];
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for (var i = 0; i < vecArray.length; i++) {
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var selVec = new cc.math.Vec4(vecArray[i]);
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selVec.transform(mat4);
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retArray.push(selVec);
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}
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return retArray;
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};
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proto.equals = function(vec){ //=cc.kmVec4AreEqual
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var EPSILON = cc.math.EPSILON;
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return (this.x < vec.x + EPSILON && this.x > vec.x - EPSILON) &&
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(this.y < vec.y + EPSILON && this.y > vec.y - EPSILON) &&
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(this.z < vec.z + EPSILON && this.z > vec.z - EPSILON) &&
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(this.w < vec.w + EPSILON && this.w > vec.w - EPSILON);
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};
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proto.assignFrom = function(vec) { //= cc.kmVec4Assign
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this.x = vec.x;
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this.y = vec.y;
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this.z = vec.z;
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this.w = vec.w;
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return this;
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};
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proto.toTypeArray = function(){ //cc.kmVec4ToTypeArray
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var tyArr = new Float32Array(4);
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tyArr[0] = this.x;
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tyArr[1] = this.y;
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tyArr[2] = this.z;
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tyArr[3] = this.w;
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return tyArr;
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};
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})(cc);
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