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shadow-function

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ioing lib - shadow Function, worker Function

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/** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2008, Luke Benstead. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ (function(cc) { cc.math.Vec4 = function (x, y, z, w) { if (x && y === undefined) { this.x = x.x; this.y = x.y; this.z = x.z; this.w = x.w; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } }; cc.kmVec4 = cc.math.Vec4; var proto = cc.math.Vec4.prototype; proto.fill = function (x, y, z, w) { //=cc.kmVec4Fill if (x && y === undefined) { this.x = x.x; this.y = x.y; this.z = x.z; this.w = x.w; } else { this.x = x; this.y = y; this.z = z; this.w = w; } }; proto.add = function(vec) { //cc.kmVec4Add if(!vec) return this; this.x += vec.x; this.y += vec.y; this.z += vec.z; this.w += vec.w; return this; }; proto.dot = function(vec){ //cc.kmVec4Dot return ( this.x * vec.x + this.y * vec.y + this.z * vec.z + this.w * vec.w ); }; proto.length = function(){ //=cc.kmVec4Length return Math.sqrt(cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z) + cc.math.square(this.w)); }; proto.lengthSq = function(){ //=cc.kmVec4LengthSq return cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z) + cc.math.square(this.w); }; proto.lerp = function(vec, t){ //= cc.kmVec4Lerp //not implemented return this; }; proto.normalize = function() { // cc.kmVec4Normalize var l = 1.0 / this.length(); this.x *= l; this.y *= l; this.z *= l; this.w *= l; return this; }; proto.scale = function(scale){ //= cc.kmVec4Scale /// Scales a vector to the required length. This performs a Normalize before multiplying by S. this.normalize(); this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }; proto.subtract = function(vec) { this.x -= vec.x; this.y -= vec.y; this.z -= vec.z; this.w -= vec.w; }; proto.transform = function(mat4) { var x = this.x, y = this.y, z = this.z, w = this.w, mat = mat4.mat; this.x = x * mat[0] + y * mat[4] + z * mat[8] + w * mat[12]; this.y = x * mat[1] + y * mat[5] + z * mat[9] + w * mat[13]; this.z = x * mat[2] + y * mat[6] + z * mat[10] + w * mat[14]; this.w = x * mat[3] + y * mat[7] + z * mat[11] + w * mat[15]; return this; }; cc.math.Vec4.transformArray = function(vecArray, mat4){ var retArray = []; for (var i = 0; i < vecArray.length; i++) { var selVec = new cc.math.Vec4(vecArray[i]); selVec.transform(mat4); retArray.push(selVec); } return retArray; }; proto.equals = function(vec){ //=cc.kmVec4AreEqual var EPSILON = cc.math.EPSILON; return (this.x < vec.x + EPSILON && this.x > vec.x - EPSILON) && (this.y < vec.y + EPSILON && this.y > vec.y - EPSILON) && (this.z < vec.z + EPSILON && this.z > vec.z - EPSILON) && (this.w < vec.w + EPSILON && this.w > vec.w - EPSILON); }; proto.assignFrom = function(vec) { //= cc.kmVec4Assign this.x = vec.x; this.y = vec.y; this.z = vec.z; this.w = vec.w; return this; }; proto.toTypeArray = function(){ //cc.kmVec4ToTypeArray var tyArr = new Float32Array(4); tyArr[0] = this.x; tyArr[1] = this.y; tyArr[2] = this.z; tyArr[3] = this.w; return tyArr; }; })(cc);