//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// using System; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Math * @{ */ /// /// A four dimensional vector with a homogeneous w coordinate. /// [StructLayout(LayoutKind.Sequential), SerializeObject] public struct Vector4 { public static readonly Vector4 Zero = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); public static readonly Vector4 One = new Vector4(1.0f, 1.0f, 1.0f, 1.0f); public static readonly Vector4 XAxis = new Vector4(1.0f, 0.0f, 0.0f, 0.0f); public static readonly Vector4 YAxis = new Vector4(0.0f, 1.0f, 0.0f, 0.0f); public static readonly Vector4 ZAxis = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); public float x; public float y; public float z; public float w; /// /// Accesses a specific component of the vector. /// /// Index of the component. /// Value of the specific component. public float this[int index] { get { switch (index) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; default: throw new IndexOutOfRangeException("Invalid Vector4 index."); } } set { switch (index) { case 0: x = value; break; case 1: y = value; break; case 2: z = value; break; case 3: w = value; break; default: throw new IndexOutOfRangeException("Invalid Vector4 index."); } } } /// /// Returns a normalized copy of the vector. /// public Vector4 Normalized { get { return Normalize(this); } } /// /// Returns the length of the vector. /// public float Length { get { return MathEx.Sqrt(x * x + y * y + z * z + w * w); } } /// /// Returns the squared length of the vector. /// public float SqrdLength { get { return (x * x + y * y + z * z + w * w); } } /// /// Creates a new four dimensional vector. /// /// X coordinate. /// Y coordinate. /// Z coordinate. /// Homogeneous W coordinate. public Vector4(float x, float y, float z, float w) { this.x = x; this.y = y; this.z = z; this.w = w; } /// /// Converts a homogenous vector into a three dimensional vector. w component is discarded. /// /// Vector to convert. /// A new three dimensional vector. public static explicit operator Vector3(Vector4 vec) { return new Vector3(vec.x, vec.y, vec.z); } public static Vector4 operator+ (Vector4 a, Vector4 b) { return new Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } public static Vector4 operator- (Vector4 a, Vector4 b) { return new Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } public static Vector4 operator- (Vector4 v) { return new Vector4(-v.x, -v.y, -v.z, -v.w); } public static Vector4 operator *(Vector4 a, Vector4 b) { return new Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } public static Vector4 operator* (Vector4 v, float d) { return new Vector4(v.x * d, v.y * d, v.z * d, v.w * d); } public static Vector4 operator* (float d, Vector4 v) { return new Vector4(v.x * d, v.y * d, v.z * d, v.w * d); } public static Vector4 operator /(Vector4 v, float d) { return new Vector4(v.x / d, v.y / d, v.z / d, v.w / d); } public static bool operator== (Vector4 lhs, Vector4 rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } public static bool operator!= (Vector4 lhs, Vector4 rhs) { return !(lhs == rhs); } /// /// Scales one vector by another. /// /// First four dimensional vector. /// Second four dimensional vector. /// One vector scaled by another. public static Vector4 Scale(Vector4 a, Vector4 b) { return new Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } /// /// Normalizes the provided vector and returns the normalized copy. /// /// Vector to normalize. /// Normalized copy of the vector. public static Vector4 Normalize(Vector4 value) { float num = Magnitude(value); if (num > 9.999999E-06) return value / num; return Zero; } /// /// Calculates the inner product of the two vectors. /// /// First four dimensional vector. /// Second four dimensional vector. /// Inner product between the two vectors. public static float Dot(Vector4 lhs, Vector4 rhs) { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z + lhs.w * rhs.w; } /// /// Calculates the distance between two points. /// /// First four dimensional point. /// Second four dimensional point. /// Distance between the two points. public static float Distance(Vector4 a, Vector4 b) { Vector4 vector4 = new Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); return MathEx.Sqrt(vector4.x * vector4.x + vector4.y * vector4.y + vector4.z * vector4.z + vector4.w * vector4.w); } /// /// Calculates the magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Magnitude of the vector. public static float Magnitude(Vector4 v) { return MathEx.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w); } /// /// Calculates the squared magnitude of the provided vector. /// /// Vector to calculate the magnitude for. /// Squared magnitude of the vector. public static float SqrMagnitude(Vector4 v) { return (v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w); } /// /// Scales the components of the vector by specified scale factors. /// /// Scale factors to multiply components by. public void Scale(Vector4 scale) { x *= scale.x; y *= scale.y; z *= scale.z; w *= scale.w; } /// /// Normalizes the vector. /// public void Normalize() { float num = Magnitude(this); if (num > 9.999999e-06f) this /= num; else this = Zero; } /// public override int GetHashCode() { return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2 ^ w.GetHashCode() >> 1; } /// public override bool Equals(object other) { if (!(other is Vector4)) return false; Vector4 vec = (Vector4)other; if (x.Equals(vec.x) && y.Equals(vec.y) && z.Equals(vec.z) && w.Equals(vec.w)) return true; return false; } /// public override string ToString() { return "(" + x + ", " + y + ", " + z + ", " + w + ")"; } } /** @} */ }