/******************************************************************************** * * * S i n g l e - P r e c i s i o n 4 - E l e m e n t V e c t o r * * * ********************************************************************************* * Copyright (C) 1994,2024 by Jeroen van der Zijp. All Rights Reserved. * ********************************************************************************* * This library is free software; you can redistribute it and/or modify * * it under the terms of the GNU Lesser General Public License as published by * * the Free Software Foundation; either version 3 of the License, or * * (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this program. If not, see * ********************************************************************************/ #ifndef FXVEC4F_H #define FXVEC4F_H namespace FX { /// Single-precision 4-element vector class FXAPI FXVec4f { public: FXfloat x; FXfloat y; FXfloat z; FXfloat w; public: /// Default constructor; value is not initialized FXVec4f(){} /// Construct with 3-vector FXVec4f(const FXVec3f& v,FXfloat s=0.0f):x(v.x),y(v.y),z(v.z),w(s){} /// Initialize from another vector FXVec4f(const FXVec4f& v):x(v.x),y(v.y),z(v.z),w(v.w){} /// Construct from array of floats FXVec4f(const FXfloat v[]):x(v[0]),y(v[1]),z(v[2]),w(v[3]){} /// Construct from components FXVec4f(FXfloat xx,FXfloat yy,FXfloat zz,FXfloat ww):x(xx),y(yy),z(zz),w(ww){} /// Return a non-const reference to the ith element FXfloat& operator[](FXint i){return (&x)[i];} /// Return a const reference to the ith element const FXfloat& operator[](FXint i) const {return (&x)[i];} /// Assignment FXVec4f& operator=(const FXVec4f& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;} /// Assignment from array of floats FXVec4f& operator=(const FXfloat v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;} /// Set value from another vector FXVec4f& set(const FXVec4f& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;} /// Set value from array of floats FXVec4f& set(const FXfloat v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;} /// Set value from components FXVec4f& set(FXfloat xx,FXfloat yy,FXfloat zz,FXfloat ww){x=xx;y=yy;z=zz;w=ww;return *this;} /// Assigning operators FXVec4f& operator*=(FXfloat n){ return set(x*n,y*n,z*n,w*n); } FXVec4f& operator/=(FXfloat n){ return set(x/n,y/n,z/n,w/n); } /// Element-wise assigning operators FXVec4f& operator+=(const FXVec4f& v){ return set(x+v.x,y+v.y,z+v.z,w+v.w); } FXVec4f& operator-=(const FXVec4f& v){ return set(x-v.x,y-v.y,z-v.z,w-v.w); } FXVec4f& operator%=(const FXVec4f& v){ return set(x*v.x,y*v.y,z*v.z,w*v.w); } FXVec4f& operator/=(const FXVec4f& v){ return set(x/v.x,y/v.y,z/v.z,w/v.w); } /// Conversion operator FXfloat*(){return &x;} operator const FXfloat*() const {return &x;} operator FXVec3f&(){return *reinterpret_cast(this);} operator const FXVec3f&() const {return *reinterpret_cast(this);} /// Test if zero FXbool operator!() const { return x==0.0f && y==0.0f && z==0.0f && w==0.0f; } /// Unary FXVec4f operator+() const { return *this; } FXVec4f operator-() const { return FXVec4f(-x,-y,-z,-w); } /// Length and square of length FXfloat length2() const { return w*w+z*z+y*y+x*x; } FXfloat length() const { return Math::sqrt(length2()); } /// Signed distance normalized plane and point FXfloat distance(const FXVec3f& p) const; /// Return true if edge a-b crosses plane FXbool crosses(const FXVec3f& a,const FXVec3f& b) const; /// Destructor ~FXVec4f(){} }; /// Dot product static inline FXfloat operator*(const FXVec4f& a,const FXVec4f& b){ return a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w; } /// Scaling static inline FXVec4f operator*(const FXVec4f& a,FXfloat n){return FXVec4f(a.x*n,a.y*n,a.z*n,a.w*n);} static inline FXVec4f operator*(FXfloat n,const FXVec4f& a){return FXVec4f(n*a.x,n*a.y,n*a.z,n*a.w);} static inline FXVec4f operator/(const FXVec4f& a,FXfloat n){return FXVec4f(a.x/n,a.y/n,a.z/n,a.w/n);} static inline FXVec4f operator/(FXfloat n,const FXVec4f& a){return FXVec4f(n/a.x,n/a.y,n/a.z,n/a.w);} /// Vector and vector addition static inline FXVec4f operator+(const FXVec4f& a,const FXVec4f& b){ return FXVec4f(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w); } static inline FXVec4f operator-(const FXVec4f& a,const FXVec4f& b){ return FXVec4f(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w); } /// Element-wise multiply and divide static inline FXVec4f operator%(const FXVec4f& a,const FXVec4f& b){ return FXVec4f(a.x*b.x,a.y*b.y,a.z*b.z,a.w*b.w); } static inline FXVec4f operator/(const FXVec4f& a,const FXVec4f& b){ return FXVec4f(a.x/b.x,a.y/b.y,a.z/b.z,a.w/b.w); } /// Equality tests static inline FXbool operator==(const FXVec4f& a,FXfloat n){return a.x==n && a.y==n && a.z==n && a.w==n;} static inline FXbool operator!=(const FXVec4f& a,FXfloat n){return a.x!=n || a.y!=n || a.z!=n || a.w!=n;} static inline FXbool operator==(FXfloat n,const FXVec4f& a){return n==a.x && n==a.y && n==a.z && n==a.w;} static inline FXbool operator!=(FXfloat n,const FXVec4f& a){return n!=a.x || n!=a.y || n!=a.z || n!=a.w;} /// Equality tests static inline FXbool operator==(const FXVec4f& a,const FXVec4f& b){ return a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w; } static inline FXbool operator!=(const FXVec4f& a,const FXVec4f& b){ return a.x!=b.x || a.y!=b.y || a.z!=b.z || a.w!=b.w; } /// Inequality tests static inline FXbool operator<(const FXVec4f& a,FXfloat n){return a.x(const FXVec4f& a,FXfloat n){return a.x>n && a.y>n && a.z>n && a.w>n;} static inline FXbool operator>=(const FXVec4f& a,FXfloat n){return a.x>=n && a.y>=n && a.z>=n && a.w>=n;} /// Inequality tests static inline FXbool operator<(FXfloat n,const FXVec4f& a){return n(FXfloat n,const FXVec4f& a){return n>a.x && n>a.y && n>a.z && n>a.w;} static inline FXbool operator>=(FXfloat n,const FXVec4f& a){return n>=a.x && n>=a.y && n>=a.z && n>=a.w;} /// Inequality tests static inline FXbool operator<(const FXVec4f& a,const FXVec4f& b){ return a.x(const FXVec4f& a,const FXVec4f& b){ return a.x>b.x && a.y>b.y && a.z>b.z && a.w>b.w; } static inline FXbool operator>=(const FXVec4f& a,const FXVec4f& b){ return a.x>=b.x && a.y>=b.y && a.z>=b.z && a.w>=b.w; } /// Lowest components static inline FXVec4f lo(const FXVec4f& a,const FXVec4f& b){return FXVec4f(Math::fmin(a.x,b.x),Math::fmin(a.y,b.y),Math::fmin(a.z,b.z),Math::fmin(a.w,b.w));} static inline FXVec4f lo(const FXVec4f& a,FXfloat n){return FXVec4f(Math::fmin(a.x,n),Math::fmin(a.y,n),Math::fmin(a.z,n),Math::fmin(a.w,n));} static inline FXVec4f lo(FXfloat n,const FXVec4f& b){return FXVec4f(Math::fmin(n,b.x),Math::fmin(n,b.y),Math::fmin(n,b.z),Math::fmin(n,b.w));} /// Highest components static inline FXVec4f hi(const FXVec4f& a,const FXVec4f& b){return FXVec4f(Math::fmax(a.x,b.x),Math::fmax(a.y,b.y),Math::fmax(a.z,b.z),Math::fmax(a.w,b.w));} static inline FXVec4f hi(const FXVec4f& a,FXfloat n){return FXVec4f(Math::fmax(a.x,n),Math::fmax(a.y,n),Math::fmax(a.z,n),Math::fmax(a.w,n));} static inline FXVec4f hi(FXfloat n,const FXVec4f& b){return FXVec4f(Math::fmax(n,b.x),Math::fmax(n,b.y),Math::fmax(n,b.z),Math::fmax(n,b.w));} /// Clamp components of vector between lower and upper limits static inline FXVec4f clamp(FXfloat lower,const FXVec4f& x,FXfloat upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] static inline FXVec4f clamp(const FXVec4f& x,FXfloat limit){return hi(lo(x,limit),-limit);} /// Clamp components of vector between lower corner and upper corner static inline FXVec4f clamp(const FXVec4f& lower,const FXVec4f& x,const FXVec4f& upper){return hi(lo(x,upper),lower);} /// Clamp components of vector to [-limit...limit] corners static inline FXVec4f clamp(const FXVec4f& x,const FXVec4f& limit){return hi(lo(x,limit),-limit);} /// Return vector of absolute value of each element static inline FXVec4f abs(const FXVec4f& a){return FXVec4f(Math::fabs(a.x),Math::fabs(a.y),Math::fabs(a.z),Math::fabs(a.w));} /// Return maximum component of vector static inline FXfloat max(const FXVec4f& a){ return Math::fmax(Math::fmax(a.x,a.y),Math::fmax(a.z,a.w)); } /// Return minimum component of vector static inline FXfloat min(const FXVec4f& a){ return Math::fmin(Math::fmin(a.x,a.y),Math::fmin(a.z,a.w)); } /// Linearly interpolate static inline FXVec4f lerp(const FXVec4f& u,const FXVec4f& v,FXfloat f){return (v-u)*f+u;} /// Compute normalized plane equation ax+by+cz+d=0 extern FXAPI FXVec4f plane(const FXVec4f& vec); /// Compute plane equation from vector and distance extern FXAPI FXVec4f plane(const FXVec3f& vec,FXfloat dist); /// Compute plane equation from vector and point on plane extern FXAPI FXVec4f plane(const FXVec3f& vec,const FXVec3f& p); /// Compute plane equation from 3 points a,b,c extern FXAPI FXVec4f plane(const FXVec3f& a,const FXVec3f& b,const FXVec3f& c); /// Convert vector to color extern FXAPI FXColor colorFromVec4f(const FXVec4f& vec); /// Convert color to vector extern FXAPI FXVec4f colorToVec4f(FXColor clr); /// Normalize vector extern FXAPI FXVec4f normalize(const FXVec4f& v); /// Save vector to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXVec4f& v); /// Load vector from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXVec4f& v); } #endif