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/**
@file Vector4.h
Homogeneous vector class.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-07-09
@edited 2008-11-01
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Vector4_h
#define G3D_Vector4_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
#include "G3D/HashTrait.h"
#include "G3D/PositionTrait.h"
#include <string>
namespace G3D {
class Vector2;
class Vector3;
class Vector4;
class Vector4int8;
class Any;
/**
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Vector4 {
private:
// Hidden operators
bool operator<(const Vector4&) const;
bool operator>(const Vector4&) const;
bool operator<=(const Vector4&) const;
bool operator>=(const Vector4&) const;
public:
/** \param any Must either Vector4(#, #, #, #) or Vector3 {x = #, y = #, z = #, w =#}*/
explicit Vector4(const Any& any);
Vector4& operator=(const Any& a);
/** Converts the Vector4 to an Any. */
Any toAny() const;
// construction
Vector4();
Vector4(float fX, float fY, float fZ, float fW);
Vector4(float afCoordinate[4]);
Vector4(const Vector4& rkVector);
Vector4(const class Color4& c);
Vector4(const Vector3& rkVector, float fW);
Vector4(const Vector2& v1, const Vector2& v2);
Vector4(const Vector2& v1, float fz, float fw);
/** Divides by 127 when converting */
Vector4(const Vector4int8&);
Vector4(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
// coordinates
float x, y, z, w;
// access vector V as V[0] = V.x, V[1] = V.y, V[2] = V.z, etc.
//
// WARNING. These member functions rely on
// (1) Vector4 not having virtual functions
// (2) the data packed in a 4*sizeof(float) memory block
float& operator[] (int i);
const float& operator[] (int i) const;
// assignment and comparison
Vector4& operator= (const Vector4& rkVector);
bool operator== (const Vector4& rkVector) const;
bool operator!= (const Vector4& rkVector) const;
static const Vector4& zero();
inline void set(float _x, float _y, float _z, float _w) {
x = _x;
y = _y;
z = _z;
w = _w;
}
inline void set(const Vector3& v, float _w) {
x = v.x;
y = v.y;
z = v.z;
w = _w;
}
inline void set(const Vector2& v, float _z, float _w) {
x = v.x;
y = v.y;
z = _z;
w = _w;
}
size_t hashCode() const;
bool fuzzyEq(const Vector4& other) const;
bool fuzzyNe(const Vector4& other) const;
static const Vector4& inf();
static const Vector4& nan();
/** sqrt(this->dot(*this)) */
float length() const;
float squaredLength() const;
inline float sum() const {
return x + y + z + w;
}
/** Returns true if this vector has finite length */
bool isFinite() const;
/** Returns true if this vector has length == 0 */
bool isZero() const;
/** Returns true if this vector has length == 1 */
bool isUnit() const;
// arithmetic operations
Vector4 operator+ (const Vector4& rkVector) const;
Vector4 operator- (const Vector4& rkVector) const;
inline Vector4 operator*(const Vector4& rkVector) const {
return Vector4(x * rkVector.x, y * rkVector.y, z * rkVector.z, w * rkVector.w);
}
inline Vector4 operator/(const Vector4& rkVector) const {
return Vector4(x / rkVector.x, y / rkVector.y, z / rkVector.z, w / rkVector.w);
}
Vector4 operator*(const class Matrix4& M) const;
Vector4 operator* (float fScalar) const;
Vector4 operator/ (float fScalar) const;
Vector4 operator- () const;
friend Vector4 operator* (float, const Vector4& rkVector);
// arithmetic updates
Vector4& operator+= (const Vector4& rkVector);
Vector4& operator-= (const Vector4& rkVector);
Vector4& operator*= (float fScalar);
Vector4& operator/= (float fScalar);
inline Vector4 clamp(const Vector4& low, const Vector4& high) const {
return Vector4(
G3D::clamp(x, low.x, high.x),
G3D::clamp(y, low.y, high.y),
G3D::clamp(z, low.z, high.z),
G3D::clamp(w, low.w, high.w));
}
inline Vector4 clamp(float low, float high) const {
return Vector4(
G3D::clamp(x, low, high),
G3D::clamp(y, low, high),
G3D::clamp(z, low, high),
G3D::clamp(w, low, high));
}
float dot (const Vector4& rkVector) const;
Vector4 min(const Vector4& v) const;
Vector4 max(const Vector4& v) const;
std::string toString() const;
/**
Linear interpolation
*/
Vector4 lerp(const Vector4& v, float alpha) const;
// 2-char swizzles
Vector2 xx() const;
Vector2 yx() const;
Vector2 zx() const;
Vector2 wx() const;
Vector2 xy() const;
Vector2 yy() const;
Vector2 zy() const;
Vector2 wy() const;
Vector2 xz() const;
Vector2 yz() const;
Vector2 zz() const;
Vector2 wz() const;
Vector2 xw() const;
Vector2 yw() const;
Vector2 zw() const;
Vector2 ww() const;
// 3-char swizzles
Vector3 xxx() const;
Vector3 yxx() const;
Vector3 zxx() const;
Vector3 wxx() const;
Vector3 xyx() const;
Vector3 yyx() const;
Vector3 zyx() const;
Vector3 wyx() const;
Vector3 xzx() const;
Vector3 yzx() const;
Vector3 zzx() const;
Vector3 wzx() const;
Vector3 xwx() const;
Vector3 ywx() const;
Vector3 zwx() const;
Vector3 wwx() const;
Vector3 xxy() const;
Vector3 yxy() const;
Vector3 zxy() const;
Vector3 wxy() const;
Vector3 xyy() const;
Vector3 yyy() const;
Vector3 zyy() const;
Vector3 wyy() const;
Vector3 xzy() const;
Vector3 yzy() const;
Vector3 zzy() const;
Vector3 wzy() const;
Vector3 xwy() const;
Vector3 ywy() const;
Vector3 zwy() const;
Vector3 wwy() const;
Vector3 xxz() const;
Vector3 yxz() const;
Vector3 zxz() const;
Vector3 wxz() const;
Vector3 xyz() const;
Vector3 yyz() const;
Vector3 zyz() const;
Vector3 wyz() const;
Vector3 xzz() const;
Vector3 yzz() const;
Vector3 zzz() const;
Vector3 wzz() const;
Vector3 xwz() const;
Vector3 ywz() const;
Vector3 zwz() const;
Vector3 wwz() const;
Vector3 xxw() const;
Vector3 yxw() const;
Vector3 zxw() const;
Vector3 wxw() const;
Vector3 xyw() const;
Vector3 yyw() const;
Vector3 zyw() const;
Vector3 wyw() const;
Vector3 xzw() const;
Vector3 yzw() const;
Vector3 zzw() const;
Vector3 wzw() const;
Vector3 xww() const;
Vector3 yww() const;
Vector3 zww() const;
Vector3 www() const;
// 4-char swizzles
Vector4 xxxx() const;
Vector4 yxxx() const;
Vector4 zxxx() const;
Vector4 wxxx() const;
Vector4 xyxx() const;
Vector4 yyxx() const;
Vector4 zyxx() const;
Vector4 wyxx() const;
Vector4 xzxx() const;
Vector4 yzxx() const;
Vector4 zzxx() const;
Vector4 wzxx() const;
Vector4 xwxx() const;
Vector4 ywxx() const;
Vector4 zwxx() const;
Vector4 wwxx() const;
Vector4 xxyx() const;
Vector4 yxyx() const;
Vector4 zxyx() const;
Vector4 wxyx() const;
Vector4 xyyx() const;
Vector4 yyyx() const;
Vector4 zyyx() const;
Vector4 wyyx() const;
Vector4 xzyx() const;
Vector4 yzyx() const;
Vector4 zzyx() const;
Vector4 wzyx() const;
Vector4 xwyx() const;
Vector4 ywyx() const;
Vector4 zwyx() const;
Vector4 wwyx() const;
Vector4 xxzx() const;
Vector4 yxzx() const;
Vector4 zxzx() const;
Vector4 wxzx() const;
Vector4 xyzx() const;
Vector4 yyzx() const;
Vector4 zyzx() const;
Vector4 wyzx() const;
Vector4 xzzx() const;
Vector4 yzzx() const;
Vector4 zzzx() const;
Vector4 wzzx() const;
Vector4 xwzx() const;
Vector4 ywzx() const;
Vector4 zwzx() const;
Vector4 wwzx() const;
Vector4 xxwx() const;
Vector4 yxwx() const;
Vector4 zxwx() const;
Vector4 wxwx() const;
Vector4 xywx() const;
Vector4 yywx() const;
Vector4 zywx() const;
Vector4 wywx() const;
Vector4 xzwx() const;
Vector4 yzwx() const;
Vector4 zzwx() const;
Vector4 wzwx() const;
Vector4 xwwx() const;
Vector4 ywwx() const;
Vector4 zwwx() const;
Vector4 wwwx() const;
Vector4 xxxy() const;
Vector4 yxxy() const;
Vector4 zxxy() const;
Vector4 wxxy() const;
Vector4 xyxy() const;
Vector4 yyxy() const;
Vector4 zyxy() const;
Vector4 wyxy() const;
Vector4 xzxy() const;
Vector4 yzxy() const;
Vector4 zzxy() const;
Vector4 wzxy() const;
Vector4 xwxy() const;
Vector4 ywxy() const;
Vector4 zwxy() const;
Vector4 wwxy() const;
Vector4 xxyy() const;
Vector4 yxyy() const;
Vector4 zxyy() const;
Vector4 wxyy() const;
Vector4 xyyy() const;
Vector4 yyyy() const;
Vector4 zyyy() const;
Vector4 wyyy() const;
Vector4 xzyy() const;
Vector4 yzyy() const;
Vector4 zzyy() const;
Vector4 wzyy() const;
Vector4 xwyy() const;
Vector4 ywyy() const;
Vector4 zwyy() const;
Vector4 wwyy() const;
Vector4 xxzy() const;
Vector4 yxzy() const;
Vector4 zxzy() const;
Vector4 wxzy() const;
Vector4 xyzy() const;
Vector4 yyzy() const;
Vector4 zyzy() const;
Vector4 wyzy() const;
Vector4 xzzy() const;
Vector4 yzzy() const;
Vector4 zzzy() const;
Vector4 wzzy() const;
Vector4 xwzy() const;
Vector4 ywzy() const;
Vector4 zwzy() const;
Vector4 wwzy() const;
Vector4 xxwy() const;
Vector4 yxwy() const;
Vector4 zxwy() const;
Vector4 wxwy() const;
Vector4 xywy() const;
Vector4 yywy() const;
Vector4 zywy() const;
Vector4 wywy() const;
Vector4 xzwy() const;
Vector4 yzwy() const;
Vector4 zzwy() const;
Vector4 wzwy() const;
Vector4 xwwy() const;
Vector4 ywwy() const;
Vector4 zwwy() const;
Vector4 wwwy() const;
Vector4 xxxz() const;
Vector4 yxxz() const;
Vector4 zxxz() const;
Vector4 wxxz() const;
Vector4 xyxz() const;
Vector4 yyxz() const;
Vector4 zyxz() const;
Vector4 wyxz() const;
Vector4 xzxz() const;
Vector4 yzxz() const;
Vector4 zzxz() const;
Vector4 wzxz() const;
Vector4 xwxz() const;
Vector4 ywxz() const;
Vector4 zwxz() const;
Vector4 wwxz() const;
Vector4 xxyz() const;
Vector4 yxyz() const;
Vector4 zxyz() const;
Vector4 wxyz() const;
Vector4 xyyz() const;
Vector4 yyyz() const;
Vector4 zyyz() const;
Vector4 wyyz() const;
Vector4 xzyz() const;
Vector4 yzyz() const;
Vector4 zzyz() const;
Vector4 wzyz() const;
Vector4 xwyz() const;
Vector4 ywyz() const;
Vector4 zwyz() const;
Vector4 wwyz() const;
Vector4 xxzz() const;
Vector4 yxzz() const;
Vector4 zxzz() const;
Vector4 wxzz() const;
Vector4 xyzz() const;
Vector4 yyzz() const;
Vector4 zyzz() const;
Vector4 wyzz() const;
Vector4 xzzz() const;
Vector4 yzzz() const;
Vector4 zzzz() const;
Vector4 wzzz() const;
Vector4 xwzz() const;
Vector4 ywzz() const;
Vector4 zwzz() const;
Vector4 wwzz() const;
Vector4 xxwz() const;
Vector4 yxwz() const;
Vector4 zxwz() const;
Vector4 wxwz() const;
Vector4 xywz() const;
Vector4 yywz() const;
Vector4 zywz() const;
Vector4 wywz() const;
Vector4 xzwz() const;
Vector4 yzwz() const;
Vector4 zzwz() const;
Vector4 wzwz() const;
Vector4 xwwz() const;
Vector4 ywwz() const;
Vector4 zwwz() const;
Vector4 wwwz() const;
Vector4 xxxw() const;
Vector4 yxxw() const;
Vector4 zxxw() const;
Vector4 wxxw() const;
Vector4 xyxw() const;
Vector4 yyxw() const;
Vector4 zyxw() const;
Vector4 wyxw() const;
Vector4 xzxw() const;
Vector4 yzxw() const;
Vector4 zzxw() const;
Vector4 wzxw() const;
Vector4 xwxw() const;
Vector4 ywxw() const;
Vector4 zwxw() const;
Vector4 wwxw() const;
Vector4 xxyw() const;
Vector4 yxyw() const;
Vector4 zxyw() const;
Vector4 wxyw() const;
Vector4 xyyw() const;
Vector4 yyyw() const;
Vector4 zyyw() const;
Vector4 wyyw() const;
Vector4 xzyw() const;
Vector4 yzyw() const;
Vector4 zzyw() const;
Vector4 wzyw() const;
Vector4 xwyw() const;
Vector4 ywyw() const;
Vector4 zwyw() const;
Vector4 wwyw() const;
Vector4 xxzw() const;
Vector4 yxzw() const;
Vector4 zxzw() const;
Vector4 wxzw() const;
Vector4 xyzw() const;
Vector4 yyzw() const;
Vector4 zyzw() const;
Vector4 wyzw() const;
Vector4 xzzw() const;
Vector4 yzzw() const;
Vector4 zzzw() const;
Vector4 wzzw() const;
Vector4 xwzw() const;
Vector4 ywzw() const;
Vector4 zwzw() const;
Vector4 wwzw() const;
Vector4 xxww() const;
Vector4 yxww() const;
Vector4 zxww() const;
Vector4 wxww() const;
Vector4 xyww() const;
Vector4 yyww() const;
Vector4 zyww() const;
Vector4 wyww() const;
Vector4 xzww() const;
Vector4 yzww() const;
Vector4 zzww() const;
Vector4 wzww() const;
Vector4 xwww() const;
Vector4 ywww() const;
Vector4 zwww() const;
Vector4 wwww() const;
};
//----------------------------------------------------------------------------
inline Vector4::Vector4() {
x = y = z = w = 0;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4 (float fX, float fY, float fZ, float fW) {
x = fX;
y = fY;
z = fZ;
w = fW;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4 (float afCoordinate[4]) {
x = afCoordinate[0];
y = afCoordinate[1];
z = afCoordinate[2];
w = afCoordinate[3];
}
//----------------------------------------------------------------------------
inline Vector4::Vector4(const Vector4& rkVector) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = rkVector.w;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4(const Vector3& rkVector, float fW) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = fW;
}
//----------------------------------------------------------------------------
inline float& Vector4::operator[] (int i) {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline const float& Vector4::operator[] (int i) const {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator= (const Vector4& rkVector) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline bool Vector4::operator== (const Vector4& rkVector) const {
return ( (x == rkVector.x) && (y == rkVector.y) && (z == rkVector.z) && (w == rkVector.w));
}
//----------------------------------------------------------------------------
inline bool Vector4::operator!= (const Vector4& rkVector) const {
return ( x != rkVector.x || y != rkVector.y || z != rkVector.z || w != rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator+ (const Vector4& rkVector) const {
return Vector4(x + rkVector.x, y + rkVector.y, z + rkVector.z, w + rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator- (const Vector4& rkVector) const {
return Vector4(x - rkVector.x, y - rkVector.y, z - rkVector.z, w - rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator* (float fScalar) const {
return Vector4(fScalar*x, fScalar*y, fScalar*z, fScalar*w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator- () const {
return Vector4( -x, -y, -z, -w);
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator+= (const Vector4& rkVector) {
x += rkVector.x;
y += rkVector.y;
z += rkVector.z;
w += rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator-= (const Vector4& rkVector) {
x -= rkVector.x;
y -= rkVector.y;
z -= rkVector.z;
w -= rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::lerp(const Vector4& v, float alpha) const {
return (*this) + (v - *this) * alpha;
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator*= (float fScalar) {
x *= fScalar;
y *= fScalar;
z *= fScalar;
w *= fScalar;
return *this;
}
//----------------------------------------------------------------------------
inline float Vector4::dot(const Vector4& rkVector) const {
return x*rkVector.x + y*rkVector.y + z*rkVector.z + w*rkVector.w;
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::min(const Vector4 &v) const {
return Vector4(G3D::min(v.x, x), G3D::min(v.y, y), G3D::min(v.z, z), G3D::min(v.w, w));
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::max(const Vector4 &v) const {
return Vector4(G3D::max(v.x, x), G3D::max(v.y, y), G3D::max(v.z, z), G3D::max(v.w, w));
}
//----------------------------------------------------------------------------
inline bool Vector4::isZero() const {
return (x == 0.0f) && (y == 0.0f) && (z == 0.0f) && (w == 0.0f);
}
//----------------------------------------------------------------------------
inline bool Vector4::isFinite() const {
return G3D::isFinite(x) && G3D::isFinite(y) && G3D::isFinite(z) && G3D::isFinite(w);
}
//----------------------------------------------------------------------------
inline bool Vector4::isUnit() const {
return squaredLength() == 1.0;
}
//----------------------------------------------------------------------------
inline float Vector4::length() const {
return sqrtf(squaredLength());
}
//----------------------------------------------------------------------------
inline float Vector4::squaredLength() const {
return x * x + y * y + z * z + w * w;
}
void serialize(const Vector4& v, class BinaryOutput& b);
void deserialize(Vector4& v, class BinaryInput& b);
} // G3D
template <> struct HashTrait<G3D::Vector4> {
static size_t hashCode(const G3D::Vector4& key) { return key.hashCode(); }
};
template<> struct PositionTrait<class G3D::Vector4> {
static void getPosition(const G3D::Vector4& v, G3D::Vector3& p) { p = v.xyz(); }
};
inline G3D::Vector4 operator* (float s, const G3D::Vector4& v) {
return v * s;
}
#endif
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