#import "CCArray.h"
#import "CC3Math.h"
#import "CC3Logging.h"
#import "CCNode.h"
#import "CCDirector.h"
#import <AvailabilityMacros.h>
Classes | |
struct | CC3AngularVector |
Specifies a vector using angular coordinate axes. More... | |
struct | CC3AttenuationCoefficients |
The coefficients of the equation for an attenuation function: (a + b*r + c*r*r), where r is the radial distance between a the source (light or camera) and the 3D location at which we want to calculate attenuation. More... | |
struct | CC3BoundingBox |
Defines an axially-aligned-bounding-box (AABB), describing a 3D volume by specifying the minimum and maximum 3D corners. More... | |
struct | CC3Plane |
The coefficients of the equation for a plane in 3D space (ax + by + cz + d = 0). More... | |
struct | CC3Ray |
Defines a ray or line in 3D space, by specifying a starting location and direction. More... | |
struct | CC3Sphere |
Defines a sphere. More... | |
struct | CC3TexturedVertex |
Defines a simple vertex, containing location, normal, and texture coordinate data. More... | |
struct | CC3Vector |
A vector in 3D space. More... | |
struct | CC3Vector4 |
A homogeneous vector in 4D graphics matrix space. More... | |
struct | CC3Viewport |
GL viewport data. More... | |
class | CCArray(CC3) |
Extension category to support cocos3d functionality. More... | |
class | CCDirector(CC3) |
Extension category to support cocos3d functionality. More... | |
class | CCNode(CC3) |
Extension category to support cocos3d functionality. More... | |
class | NSObject(CC3) |
Extension category to support cocos3d functionality. More... | |
class | UIColor(CC3) |
Extension category to support cocos3d functionality. More... | |
Defines | |
#define | cc3v(X, Y, Z) CC3VectorMake((X),(Y),(Z)) |
#define | ccc4f(R, G, B, A) CCC4FMake((R),(G),(B),(A)) |
Typedefs | |
typedef GLfloat | CC3Angle |
Functions | |
CC3AngularVector | CC3AngularVectorDifference (CC3AngularVector minuend, CC3AngularVector subtrahend) |
CC3AngularVector | CC3AngularVectorFromVector (CC3Vector v) |
CC3AngularVector | CC3AngularVectorMake (GLfloat heading, GLfloat inclination, GLfloat radius) |
CC3AttenuationCoefficients | CC3AttenuationCoefficientsMake (GLfloat a, GLfloat b, GLfloat c) |
CC3Vector4 | CC3AxisAngleFromQuaternion (CC3Vector4 quaternion) |
CC3BoundingBox | CC3BoundingBoxAddPadding (CC3BoundingBox bb, GLfloat padding) |
CC3Vector | CC3BoundingBoxCenter (CC3BoundingBox bb) |
CC3BoundingBox | CC3BoundingBoxEngulfLocation (CC3BoundingBox bb, CC3Vector aLoc) |
BOOL | CC3BoundingBoxesAreEqual (CC3BoundingBox bb1, CC3BoundingBox bb2) |
CC3BoundingBox | CC3BoundingBoxFromMinMax (CC3Vector minVtx, CC3Vector maxVtx) |
BOOL | CC3BoundingBoxIsNull (CC3BoundingBox bb) |
CC3BoundingBox | CC3BoundingBoxMake (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat maxX, GLfloat maxY, GLfloat maxZ) |
CC3BoundingBox | CC3BoundingBoxUnion (CC3BoundingBox bb1, CC3BoundingBox bb2) |
GLfloat | CC3DistanceFromNormalizedPlane (CC3Plane p, CC3Vector v) |
CC3Plane | CC3PlaneFromPoints (CC3Vector p1, CC3Vector p2, CC3Vector p3) |
CC3Plane | CC3PlaneMake (GLfloat a, GLfloat b, GLfloat c, GLfloat d) |
CC3Vector | CC3PlaneNormal (CC3Plane p) |
CC3Plane | CC3PlaneNormalize (CC3Plane p) |
CC3Vector4 | CC3QuaternionFromAxisAngle (CC3Vector4 axisAngle) |
CC3Ray | CC3RayFromLocDir (CC3Vector aLocation, CC3Vector aDirection) |
CC3Vector4 | CC3RayIntersectionWithPlane (CC3Ray ray, CC3Plane plane) |
CC3Ray | CC3RayMake (GLfloat locX, GLfloat locY, GLfloat locZ, GLfloat dirX, GLfloat dirY, GLfloat dirZ) |
CC3Sphere | CC3SphereMake (CC3Vector center, GLfloat radius) |
CC3Sphere | CC3SphereUnion (CC3Sphere s1, CC3Sphere s2) |
GLfloat | CC3Vector4Dot (CC3Vector4 v1, CC3Vector4 v2) |
CC3Vector4 | CC3Vector4FromCC3Vector (CC3Vector v, GLfloat w) |
CC3Vector4 | CC3Vector4Homogenize (CC3Vector4 v) |
GLfloat | CC3Vector4Length (CC3Vector4 v) |
CC3Vector4 | CC3Vector4Make (GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
CC3Vector4 | CC3Vector4Negate (CC3Vector4 v) |
CC3Vector4 | CC3Vector4Normalize (CC3Vector4 v) |
BOOL | CC3Vector4sAreEqual (CC3Vector4 v1, CC3Vector4 v2) |
CC3Vector4 | CC3Vector4ScaleUniform (CC3Vector4 v, GLfloat scale) |
CC3Vector4 | CC3Vector4Slerp (CC3Vector4 v1, CC3Vector4 v2, GLfloat blendFactor) |
CC3Vector4 | CC3Vector4Translate (CC3Vector4 v, CC3Vector4 translation) |
CC3Vector | CC3VectorAdd (CC3Vector v, CC3Vector translation) |
CC3Vector | CC3VectorAverage (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorCross (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorDifference (CC3Vector minuend, CC3Vector subtrahend) |
GLfloat | CC3VectorDistance (CC3Vector start, CC3Vector end) |
GLfloat | CC3VectorDistanceSquared (CC3Vector start, CC3Vector end) |
GLfloat | CC3VectorDot (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorFromAngularVector (CC3AngularVector av) |
CC3Vector | CC3VectorFromHomogenizedCC3Vector4 (CC3Vector4 v) |
CC3Vector | CC3VectorFromTruncatedCC3Vector4 (CC3Vector4 v) |
CC3Vector | CC3VectorInvert (CC3Vector v) |
GLfloat | CC3VectorLength (CC3Vector v) |
GLfloat | CC3VectorLengthSquared (CC3Vector v) |
CC3Vector | CC3VectorLerp (CC3Vector v1, CC3Vector v2, GLfloat blendFactor) |
CC3Vector | CC3VectorMake (GLfloat x, GLfloat y, GLfloat z) |
CC3Vector | CC3VectorMaximize (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorMinimize (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorNegate (CC3Vector v) |
CC3Vector | CC3VectorNormalize (CC3Vector v) |
CC3Vector | CC3VectorRotationalDifference (CC3Vector minuend, CC3Vector subtrahend) |
CC3Vector | CC3VectorRotationModulo (CC3Vector aRotation) |
BOOL | CC3VectorsAreEqual (CC3Vector v1, CC3Vector v2) |
CC3Vector | CC3VectorScale (CC3Vector v, CC3Vector scale) |
CC3Vector | CC3VectorScaleUniform (CC3Vector v, GLfloat scale) |
BOOL | CC3ViewportContainsPoint (CC3Viewport vp, CGPoint point) |
CC3Viewport | CC3ViewportMake (GLint x, GLint y, GLint w, GLint h) |
BOOL | CC3ViewportsAreEqual (CC3Viewport vp1, CC3Viewport vp2) |
ccColor3B | CCC3BFromCCC4F (ccColor4F floatColor) |
ccColor4B | CCC4BFromCCC4F (ccColor4F floatColor) |
ccColor4F | CCC4FAdd (ccColor4F rgba, ccColor4F translation) |
BOOL | CCC4FAreEqual (ccColor4F c1, ccColor4F c2) |
ccColor4F | CCC4FBlend (ccColor4F baseColor, ccColor4F blendColor, GLfloat blendWeight) |
ccColor4F | CCC4FDifference (ccColor4F minuend, ccColor4F subtrahend) |
ccColor4F | CCC4FFromCCC4B (ccColor4B byteColor) |
ccColor4F | CCC4FFromColorAndOpacity (ccColor3B byteColor, GLubyte opacity) |
ccColor4F | CCC4FMake (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
ccColor4F | CCC4FUniformScale (ccColor4F rgba, GLfloat scale) |
ccColor4F | CCC4FUniformTranslate (ccColor4F rgba, GLfloat offset) |
GLubyte | CCColorByteFromFloat (GLfloat colorValue) |
GLfloat | CCColorFloatFromByte (GLubyte colorValue) |
CGRect | CGRectFromCC3Viewport (CC3Viewport vp) |
NSString * | NSStringFromBoolean (BOOL value) |
NSString * | NSStringFromCC3AngularVector (CC3AngularVector av) |
NSString * | NSStringFromCC3AttenuationCoefficients (CC3AttenuationCoefficients coeffs) |
NSString * | NSStringFromCC3BoundingBox (CC3BoundingBox bb) |
NSString * | NSStringFromCC3Plane (CC3Plane p) |
NSString * | NSStringFromCC3Ray (CC3Ray aRay) |
NSString * | NSStringFromCC3Spere (CC3Sphere sphere) |
NSString * | NSStringFromCC3Vector (CC3Vector v) |
NSString * | NSStringFromCC3Vector4 (CC3Vector4 v) |
NSString * | NSStringFromCC3Viewport (CC3Viewport vp) |
NSString * | NSStringFromCCC4F (ccColor4F rgba) |
NSString * | NSStringFromTouchType (uint tType) |
ccColor4F | RandomCCC4FBetween (ccColor4F min, ccColor4F max) |
Variables | |
static const CC3BoundingBox | kCC3BoundingBoxNull = { {INFINITY, INFINITY, INFINITY}, {INFINITY, INFINITY, INFINITY} } |
static const CC3BoundingBox | kCC3BoundingBoxZero = { {0.0, 0.0, 0.0}, {0.0, 0.0, 0.0} } |
static const CC3AttenuationCoefficients | kCC3ParticleSizeAttenuationNone = {1.0, 0.0, 0.0} |
static const CC3Vector4 | kCC3Vector4QuaternionIdentity = { 0.0, 0.0, 0.0, 1.0 } |
static const CC3Vector4 | kCC3Vector4Zero = { 0.0, 0.0, 0.0, 0.0 } |
static const CC3Vector | kCC3VectorUnitCube = { 1.0, 1.0, 1.0 } |
static const GLfloat | kCC3VectorUnitCubeLength = M_SQRT3 |
static const CC3Vector | kCC3VectorUnitXNegative = {-1.0, 0.0, 0.0 } |
static const CC3Vector | kCC3VectorUnitXPositive = { 1.0, 0.0, 0.0 } |
static const CC3Vector | kCC3VectorUnitYNegative = { 0.0, -1.0, 0.0 } |
static const CC3Vector | kCC3VectorUnitYPositive = { 0.0, 1.0, 0.0 } |
static const CC3Vector | kCC3VectorUnitZNegative = { 0.0, 0.0, -1.0 } |
static const CC3Vector | kCC3VectorUnitZPositive = { 0.0, 0.0, 1.0 } |
static const CC3Vector | kCC3VectorZero = { 0.0, 0.0, 0.0 } |
static const ccColor4F | kCCC4FBlack = { 0.0, 0.0, 0.0, 1.0 } |
static const ccColor4F | kCCC4FBlackTransparent = {0.0, 0.0, 0.0, 0.0} |
static const ccColor4F | kCCC4FBlue = { 0.0, 0.0, 1.0, 1.0 } |
static const ccColor4F | kCCC4FCyan = { 0.0, 1.0, 1.0, 1.0 } |
static const ccColor4F | kCCC4FDarkGray = { (1.0 / 3.0), (1.0 / 3.0), (1.0 / 3.0), 1.0 } |
static const ccColor4F | kCCC4FGreen = { 0.0, 1.0, 0.0, 1.0 } |
static const ccColor4F | kCCC4FLightGray = { (2.0 / 3.0), (2.0 / 3.0), (2.0 / 3.0), 1.0 } |
static const ccColor4F | kCCC4FMagenta = { 1.0, 0.0, 1.0, 1.0 } |
static const ccColor4F | kCCC4FRed = { 1.0, 0.0, 0.0, 1.0 } |
static const ccColor4F | kCCC4FWhite = { 1.0, 1.0, 1.0, 1.0 } |
static const ccColor4F | kCCC4FYellow = { 1.0, 1.0, 0.0, 1.0 } |
#define cc3v | ( | X, | |
Y, | |||
Z | |||
) | CC3VectorMake((X),(Y),(Z)) |
Convenience alias macro to create CC3Vectors with less keystrokes.
#define ccc4f | ( | R, | |
G, | |||
B, | |||
A | |||
) | CCC4FMake((R),(G),(B),(A)) |
Convenience alias macro to create ccColor4F with less keystrokes.
typedef GLfloat CC3Angle |
An angle such as a heading or inclination.
Can be measured in degrees or radians and may be positive or negative.
CC3AngularVector CC3AngularVectorDifference | ( | CC3AngularVector | minuend, |
CC3AngularVector | subtrahend | ||
) |
Returns the difference between two CC3AngularVectors, by subtracting the corresponding heading, inclination & radial components.
Note that this is NOT true vector arithmetic, which would yield a completely different angular and radial results.
CC3AngularVector CC3AngularVectorFromVector | ( | CC3Vector | v ) |
Returns an CC3AngularVector providing the heading, inclination & radius of the specified CC3Vector.
Heading is measured in degrees, in the X-Z plane, clockwise from the negative Z-axis. Inclination is measured in degrees, with up being in the positive-Y direction.
CC3AngularVector CC3AngularVectorMake | ( | GLfloat | heading, |
GLfloat | inclination, | ||
GLfloat | radius | ||
) |
Returns an CC3AngularVector structure constructed from the vector components.
CC3AttenuationCoefficients CC3AttenuationCoefficientsMake | ( | GLfloat | a, |
GLfloat | b, | ||
GLfloat | c | ||
) |
Returns a CC3AttenuationCoefficients structure constructed from the specified coefficients.
CC3Vector4 CC3AxisAngleFromQuaternion | ( | CC3Vector4 | quaternion ) |
Converts the specified quaternion to a vector that represents a rotation in axis-angle form.
The X, Y & Z components of the returned vector contain the rotation axis, and the W component specifies the angle, in degrees.
CC3BoundingBox CC3BoundingBoxAddPadding | ( | CC3BoundingBox | bb, |
GLfloat | padding | ||
) |
Returns a bounding box that has the same dimensions as the specified bounding box, but with each corner expanded outward by the specified amount of padding.
The padding value is added to all three components of the maximum vector, and subtracted from all three components of the minimum vector.
CC3Vector CC3BoundingBoxCenter | ( | CC3BoundingBox | bb ) |
Returns the geometric center of the specified bounding box.
CC3BoundingBox CC3BoundingBoxEngulfLocation | ( | CC3BoundingBox | bb, |
CC3Vector | aLoc | ||
) |
Returns the smallest CC3BoundingBox that contains both the specified bounding box and location.
If the specified bounding box is null, returns a bounding box of zero size at the specified location.
BOOL CC3BoundingBoxesAreEqual | ( | CC3BoundingBox | bb1, |
CC3BoundingBox | bb2 | ||
) |
Returns whether the two bounding boxes are equal by comparing their respective components.
CC3BoundingBox CC3BoundingBoxFromMinMax | ( | CC3Vector | minVtx, |
CC3Vector | maxVtx | ||
) |
Returns a CC3BoundingBox structure constructed from the min and max vertices.
BOOL CC3BoundingBoxIsNull | ( | CC3BoundingBox | bb ) |
Returns whether the specified bounding box is equal to the null bounding box, specified by kCC3BoundingBoxNull.
CC3BoundingBox CC3BoundingBoxMake | ( | GLfloat | minX, |
GLfloat | minY, | ||
GLfloat | minZ, | ||
GLfloat | maxX, | ||
GLfloat | maxY, | ||
GLfloat | maxZ | ||
) |
Returns a CC3BoundingBox structure constructed from the min and max components.
CC3BoundingBox CC3BoundingBoxUnion | ( | CC3BoundingBox | bb1, |
CC3BoundingBox | bb2 | ||
) |
Returns the smallest CC3BoundingBox that contains the two specified bounding boxes.
If either bounding box is the null bounding box, simply returns the other bounding box (which may also be the null bounding box).
Returns the distance from the point represented by the vector to the specified normalized plane.
Returns a CC3Plane structure that contains the specified points.
The direction of the normal of the returned plane is dependent on the winding order of the three points. Winding is done in the order the points are specified (p1 -> p2 -> p3), and the normal will point in the direction that has the three points winding in a counter-clockwise direction, according to a right-handed coordinate system. If the direction of the normal is important, be sure to specify the three points in the appropriate order.
CC3Plane CC3PlaneMake | ( | GLfloat | a, |
GLfloat | b, | ||
GLfloat | c, | ||
GLfloat | d | ||
) |
Returns a CC3Plane structure constructed from the specified coefficients.
Returns the normal of the plane, which is (a, b, c) from the planar equation.
Returns a normalized copy of the specified CC3Plane so that the length of its normal (a, b, c) is 1.0.
CC3Vector4 CC3QuaternionFromAxisAngle | ( | CC3Vector4 | axisAngle ) |
Converts the specified vector that represents an rotation in axis-angle form to the corresponding quaternion.
The X, Y & Z components of the incoming vector contain the rotation axis, and the W component specifies the angle, in degrees.
Returns a CC3Ray structure constructed from the start location and direction vectors.
CC3Vector4 CC3RayIntersectionWithPlane | ( | CC3Ray | ray, |
CC3Plane | plane | ||
) |
Returns the location of the point where the specified ray intersects the specified plane.
The returned result is a 4D vector, where the x, y & z components give the intersection location in 3D space, and the w component gives the distance from the startLocation of the ray to the intersection location, in multiples of the ray direction vector. If this value is negative, the intersection point is in the direction opposite to the direction of the ray.
If the ray is parallel to the plane, no intersection occurs, and the returned 4D vector will be zeroed (equal to kCC3Vector4Zero).
CC3Ray CC3RayMake | ( | GLfloat | locX, |
GLfloat | locY, | ||
GLfloat | locZ, | ||
GLfloat | dirX, | ||
GLfloat | dirY, | ||
GLfloat | dirZ | ||
) |
Returns a CC3Ray structure constructed from the start location and direction components.
Returns a CC3Spere constructed from the specified center and radius.
Returns the smallest CC3Sphere that contains the two specified spheres.
GLfloat CC3Vector4Dot | ( | CC3Vector4 | v1, |
CC3Vector4 | v2 | ||
) |
Returns the dot-product of the two given vectors (v1 .
v2).
CC3Vector4 CC3Vector4FromCC3Vector | ( | CC3Vector | v, |
GLfloat | w | ||
) |
Returns a CC3Vector4 structure constructed from a 3D vector and a w component.
CC3Vector4 CC3Vector4Homogenize | ( | CC3Vector4 | v ) |
If the specified homogeneous vector represents a location (w is not zero), returns a homoginized copy of the vector, by dividing each component by the w-component (including the w-component itself, leaving it with a value of one).
If the specified vector is a direction (w is zero), or is already homogenized (w is one) the vector is returned unchanged.
GLfloat CC3Vector4Length | ( | CC3Vector4 | v ) |
Returns the scalar length of the specified vector from the origin, including the w-component This is calculated as sqrt(x*x + y*y + z*z + w*w) and will always be positive.
CC3Vector4 CC3Vector4Make | ( | GLfloat | x, |
GLfloat | y, | ||
GLfloat | z, | ||
GLfloat | w | ||
) |
Returns a CC3Vector4 structure constructed from the vector components.
CC3Vector4 CC3Vector4Negate | ( | CC3Vector4 | v ) |
Returns a vector that is the negative of the specified vector in all directions.
CC3Vector4 CC3Vector4Normalize | ( | CC3Vector4 | v ) |
Returns a normalized copy of the specified vector so that its length is 1.0.
The w-component is also normalized.
BOOL CC3Vector4sAreEqual | ( | CC3Vector4 | v1, |
CC3Vector4 | v2 | ||
) |
Returns whether the two vectors are equal by comparing their respective components.
CC3Vector4 CC3Vector4ScaleUniform | ( | CC3Vector4 | v, |
GLfloat | scale | ||
) |
Returns the result of scaling the original vector by the corresponding scale factor uniformly along all axes.
CC3Vector4 CC3Vector4Slerp | ( | CC3Vector4 | v1, |
CC3Vector4 | v2, | ||
GLfloat | blendFactor | ||
) |
Returns a spherical linear interpolation between two vectors, based on the blendFactor.
which should be between zero and one inclusive. The returned value is calculated as v1 + (blendFactor * (v2 - v1)). If the blendFactor is either zero or one exactly, this method short-circuits to simply return v1 or v2 respectively.
CC3Vector4 CC3Vector4Translate | ( | CC3Vector4 | v, |
CC3Vector4 | translation | ||
) |
Returns the result of translating the original vector by the corresponding translation amounts in each direction.
This corresponds to an addition of one vector to the other.
Returns the result of adding the two specified vectors, by adding the corresponding components of both vectors.
This can also be thought of as a translation of the first vector by the second.
Returns a vector that represents the average of the two specified vectors.
This is calculated by adding the two specified vectors and scaling the resulting sum vector by half.
The returned vector represents the midpoint between a line that joins the endpoints of the two specified vectors.
Returns the cross-product of the two given vectors (v1 x v2).
Returns the difference between two vectors, by subtracting the subtrahend from the minuend, which is accomplished by subtracting each of the corresponding x,y,z components.
Returns the positive scalar distance between the ends of the two specified vectors.
Returns the square of the scalar distance between the ends of the two specified vectors.
This function is useful for comparing vector distances without having to run an expensive square-root calculation.
Returns the dot-product of the two given vectors (v1 .
v2).
CC3Vector CC3VectorFromAngularVector | ( | CC3AngularVector | av ) |
Returns a CC3Vector from the specified CC3AngularVector.
Heading is measured in degrees, in the X-Z plane, clockwise from the negative Z-axis. Inclination is measured in degrees, with up being in the positive-Y direction.
CC3Vector CC3VectorFromHomogenizedCC3Vector4 | ( | CC3Vector4 | v ) |
Returns a CC3Vector structure constructed from a CC3Vector4.
The CC3Vector4 is first homogenized (via CC3Vector4Homogenize), before copying the resulting x, y & z coordinates into the CC3Vector.
CC3Vector CC3VectorFromTruncatedCC3Vector4 | ( | CC3Vector4 | v ) |
Returns a CC3Vector structure constructed from a CC3Vector4, by simply ignoring the w component of the 4D vector.
Returns a CC3Vector that is the inverse of the specified vector in all directions, such that scaling the original by the inverse using CC3VectorScale will result in a vector of unit dimension in each direction (1.0, 1.0, 1.0).
The result of this function is effectively calculated by dividing each component of the original vector into 1.0 (1.0/x, 1.0/y, 1.0/z). It is the responsibility of the caller to ensure that none of the components of the original is zero.
GLfloat CC3VectorLength | ( | CC3Vector | v ) |
Returns the scalar length of the specified CC3Vector from the origin.
This is calculated as sqrt(x*x + y*y + z*z) and will always be positive.
GLfloat CC3VectorLengthSquared | ( | CC3Vector | v ) |
Returns the square of the scalar length of the specified CC3Vector from the origin.
This is calculated as (x*x + y*y + z*z) and will always be positive.
This function is useful for comparing vector sizes without having to run an expensive square-root calculation.
Returns a linear interpolation between two vectors, based on the blendFactor.
which should be between zero and one inclusive. The returned value is calculated as v1 + (blendFactor * (v2 - v1)). If the blendFactor is either zero or one exactly, this method short-circuits to simply return v1 or v2 respectively.
CC3Vector CC3VectorMake | ( | GLfloat | x, |
GLfloat | y, | ||
GLfloat | z | ||
) |
Returns a CC3Vector structure constructed from the vector components.
Returns a vector whose components comprise the maximum value of each of the respective components of the two specfied vectors.
In general, do not expect this method to return one of the specified vectors, but a new vector, each of the components of which is the maximum value for that component between the two vectors.
Returns a vector whose components comprise the minimum value of each of the respective components of the two specfied vectors.
In general, do not expect this method to return one of the specified vectors, but a new vector, each of the components of which is the minimum value for that component between the two vectors.
Returns a vector that is the negative of the specified vector in all directions.
For vectors that represent directions, the returned vector points in the direction opposite to the original.
Returns a normalized copy of the specified CC3Vector so that its length is 1.0.
If the length is zero, the original vector (a zero vector) is returned.
Returns the difference between two rotation vectors, in terms of the minimal degrees, along each axis, required to travel between the two roations, given that rotations are cyclical with a period of 360 degrees.
The result may be positive or negative, but will always be between (+/-180 degrees).
For example, the difference between 350 and 10 will yield -20 (ie- the smallest change from 10 degrees to 350 degrees is -20 degrees) rather than +340 (from simple subtraction). Similarly, the difference between 10 and 350 will yield +20 (ie- the smallest change from 350 degrees to 10 degrees is +20 degrees) rather than -340 (from simple subtraction).
Returns a modulo version of the specifed rotation, so that each component is between (+/-360 degrees).
Returns whether the two vectors are equal by comparing their respective components.
Returns the result of scaling the original vector by the corresponding scale vector.
Scaling can be different for each axis. This has the effect of multiplying each component of the vector by the corresponding component in the scale vector.
Returns the result of scaling the original vector by the corresponding scale factor uniformly along all axes.
BOOL CC3ViewportContainsPoint | ( | CC3Viewport | vp, |
CGPoint | point | ||
) |
Returns whether the specified point lies within the specified viewport.
A point is considered inside the viewport if its coordinates lie inside the viewport or on the minimum X or minimum Y edge.
CC3Viewport CC3ViewportMake | ( | GLint | x, |
GLint | y, | ||
GLint | w, | ||
GLint | h | ||
) |
Returns a CC3Viewport structure constructed from the specified components.
BOOL CC3ViewportsAreEqual | ( | CC3Viewport | vp1, |
CC3Viewport | vp2 | ||
) |
Returns whether the two viewports are equal by comparing their respective components.
ccColor3B CCC3BFromCCC4F | ( | ccColor4F | floatColor ) |
Returns a ccColor3B structure constructed from the specified ccColor4F.
ccColor4B CCC4BFromCCC4F | ( | ccColor4F | floatColor ) |
Returns a ccColor4B structure constructed from the specified ccColor4F.
ccColor4F CCC4FAdd | ( | ccColor4F | rgba, |
ccColor4F | translation | ||
) |
Returns the result of adding the two specified colors, by adding the corresponding components.
Each of the resulting color components is clamped to be between 0.0 and 1.0. This can also be thought of as a translation of the first color by the second.
BOOL CCC4FAreEqual | ( | ccColor4F | c1, |
ccColor4F | c2 | ||
) |
Returns whether the two colors are equal by comparing their respective components.
ccColor4F CCC4FBlend | ( | ccColor4F | baseColor, |
ccColor4F | blendColor, | ||
GLfloat | blendWeight | ||
) |
Returns an ccColor4F structure whose values are a weighted average of the specified base color and the blend color.
The parameter blendWeight should be between zero and one. A value of zero will leave the base color unchanged. A value of one will result in the blend being the same as the blend color.
ccColor4F CCC4FDifference | ( | ccColor4F | minuend, |
ccColor4F | subtrahend | ||
) |
Returns the difference between two colors, by subtracting the subtrahend from the minuend, which is accomplished by subtracting each of the corresponding r,g, b, a components.
Each of the resulting color components is clamped to be between 0.0 and 1.0.
ccColor4F CCC4FFromCCC4B | ( | ccColor4B | byteColor ) |
Returns a ccColor4F structure constructed from the specified ccColor4B.
ccColor4F CCC4FFromColorAndOpacity | ( | ccColor3B | byteColor, |
GLubyte | opacity | ||
) |
Returns a ccColor4F structure constructed from the specified ccColor3B and opacity.
ccColor4F CCC4FMake | ( | GLfloat | red, |
GLfloat | green, | ||
GLfloat | blue, | ||
GLfloat | alpha | ||
) |
Returns a ccColor4F structure constructed from the specified components.
ccColor4F CCC4FUniformScale | ( | ccColor4F | rgba, |
GLfloat | scale | ||
) |
Returns a ccColor4F structure whose values are those of the specified original color, multiplied by the specified scaling factor.
Each of the resulting color components is clamped to be between 0.0 and 1.0.
ccColor4F CCC4FUniformTranslate | ( | ccColor4F | rgba, |
GLfloat | offset | ||
) |
Returns a ccColor4F structure whose values are those of the specified original color, where each color component has been translated by the specified offset.
Each of the resulting color components is clamped to be between 0.0 and 1.0.
GLubyte CCColorByteFromFloat | ( | GLfloat | colorValue ) |
Returns a GLubyte between 0 and 255 converted from the specified GLfloat value between 0 and 1.
GLfloat CCColorFloatFromByte | ( | GLubyte | colorValue ) |
Returns a GLfloat between 0 and 1 converted from the specified GLubyte value between 0 and 255.
CGRect CGRectFromCC3Viewport | ( | CC3Viewport | vp ) |
Returns the dimensions of the specified viewport as a rectangle.
NSString* NSStringFromBoolean | ( | BOOL | value ) |
Returns the string YES or NO, depending on the specified boolean value.
NSString* NSStringFromCC3AngularVector | ( | CC3AngularVector | av ) |
Returns a string description of the specified CC3AngularVector struct in the form "(heading, inclination, radius)".
NSString* NSStringFromCC3AttenuationCoefficients | ( | CC3AttenuationCoefficients | coeffs ) |
Returns a string description of the specified CC3AttenuationCoefficients struct in the form "(a, b, c)".
NSString* NSStringFromCC3BoundingBox | ( | CC3BoundingBox | bb ) |
Returns a string description of the specified CC3BoundingBox struct.
NSString* NSStringFromCC3Plane | ( | CC3Plane | p ) |
Returns a string description of the specified CC3Plane struct in the form "(a, b, c, d)".
NSString* NSStringFromCC3Ray | ( | CC3Ray | aRay ) |
Returns a string description of the specified CC3Ray struct.
NSString* NSStringFromCC3Spere | ( | CC3Sphere | sphere ) |
Returns a string description of the specified sphere.
NSString* NSStringFromCC3Vector | ( | CC3Vector | v ) |
Returns a string description of the specified CC3Vector struct in the form "(x, y, z)".
NSString* NSStringFromCC3Vector4 | ( | CC3Vector4 | v ) |
Returns a string description of the specified CC3Vector4 struct in the form "(x, y, z, w)".
NSString* NSStringFromCC3Viewport | ( | CC3Viewport | vp ) |
Returns a string description of the specified CC3Viewport struct in the form "(x, y, w, h)".
NSString* NSStringFromCCC4F | ( | ccColor4F | rgba ) |
Returns a string description of the specified ccColor4F in the form "(r, g, b, a)".
NSString* NSStringFromTouchType | ( | uint | tType ) |
Returns the name of the specified touch type.
ccColor4F RandomCCC4FBetween | ( | ccColor4F | min, |
ccColor4F | max | ||
) |
Returns a random ccColor4F where each component value between the specified min inclusive and the specified max exclusive.
This can be useful when creating particle systems.
const CC3BoundingBox kCC3BoundingBoxNull = { {INFINITY, INFINITY, INFINITY}, {INFINITY, INFINITY, INFINITY} } [static] |
The null bounding box.
It cannot be drawn, but is useful for marking an uninitialized bounding box.
const CC3BoundingBox kCC3BoundingBoxZero = { {0.0, 0.0, 0.0}, {0.0, 0.0, 0.0} } [static] |
A CC3BoundingBox of zero origin and dimensions.
const CC3AttenuationCoefficients kCC3ParticleSizeAttenuationNone = {1.0, 0.0, 0.0} [static] |
Point size attenuation coefficients corresponding to no attenuation with distance (constant size).
const CC3Vector4 kCC3Vector4QuaternionIdentity = { 0.0, 0.0, 0.0, 1.0 } [static] |
A CC3Vector4 that represents the identity quaternion.
const CC3Vector4 kCC3Vector4Zero = { 0.0, 0.0, 0.0, 0.0 } [static] |
A CC3Vector4 of zero length at the origin.
const CC3Vector kCC3VectorUnitCube = { 1.0, 1.0, 1.0 } [static] |
A CC3Vector with each component equal to one, representing the diagonal of a unit cube.
const GLfloat kCC3VectorUnitCubeLength = M_SQRT3 [static] |
The diagonal length of a unit cube.
const CC3Vector kCC3VectorUnitXNegative = {-1.0, 0.0, 0.0 } [static] |
Unit vector pointing in the same direction as the negative X-axis.
const CC3Vector kCC3VectorUnitXPositive = { 1.0, 0.0, 0.0 } [static] |
Unit vector pointing in the same direction as the positive X-axis.
const CC3Vector kCC3VectorUnitYNegative = { 0.0, -1.0, 0.0 } [static] |
Unit vector pointing in the same direction as the negative Y-axis.
const CC3Vector kCC3VectorUnitYPositive = { 0.0, 1.0, 0.0 } [static] |
Unit vector pointing in the same direction as the positive Y-axis.
const CC3Vector kCC3VectorUnitZNegative = { 0.0, 0.0, -1.0 } [static] |
Unit vector pointing in the same direction as the negative Z-axis.
const CC3Vector kCC3VectorUnitZPositive = { 0.0, 0.0, 1.0 } [static] |
Unit vector pointing in the same direction as the positive Z-axis.
const CC3Vector kCC3VectorZero = { 0.0, 0.0, 0.0 } [static] |
A CC3Vector of zero length at the origin.
const ccColor4F kCCC4FBlack = { 0.0, 0.0, 0.0, 1.0 } [static] |
Opaque Black.
const ccColor4F kCCC4FBlackTransparent = {0.0, 0.0, 0.0, 0.0} [static] |
Transparent Black.
const ccColor4F kCCC4FBlue = { 0.0, 0.0, 1.0, 1.0 } [static] |
Opaque Blue.
const ccColor4F kCCC4FCyan = { 0.0, 1.0, 1.0, 1.0 } [static] |
Opaque Cyan.
const ccColor4F kCCC4FDarkGray = { (1.0 / 3.0), (1.0 / 3.0), (1.0 / 3.0), 1.0 } [static] |
Opaque Dark Gray.
const ccColor4F kCCC4FGreen = { 0.0, 1.0, 0.0, 1.0 } [static] |
Opaque Green.
const ccColor4F kCCC4FLightGray = { (2.0 / 3.0), (2.0 / 3.0), (2.0 / 3.0), 1.0 } [static] |
Opaque Light Gray.
const ccColor4F kCCC4FMagenta = { 1.0, 0.0, 1.0, 1.0 } [static] |
Opaque Magenta.
const ccColor4F kCCC4FRed = { 1.0, 0.0, 0.0, 1.0 } [static] |
Opaque Red.
const ccColor4F kCCC4FWhite = { 1.0, 1.0, 1.0, 1.0 } [static] |
Opaque White.
const ccColor4F kCCC4FYellow = { 1.0, 1.0, 0.0, 1.0 } [static] |
Opaque Yellow.