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- #ifndef VECTOR4_H_
- #define VECTOR4_H_
- namespace gameplay
- {
- class Matrix;
- /**
- * Defines 4-element floating point vector.
- */
- class Vector4
- {
- public:
- /**
- * The x-coordinate.
- */
- float x;
- /**
- * The y-coordinate.
- */
- float y;
- /**
- * The z-coordinate.
- */
- float z;
- /**
- * The w-coordinate.
- */
- float w;
- /**
- * Constructs a new vector initialized to all zeros.
- */
- Vector4();
- /**
- * Constructs a new vector initialized to the specified values.
- *
- * @param x The x coordinate.
- * @param y The y coordinate.
- * @param z The z coordinate.
- * @param w The w coordinate.
- */
- Vector4(float x, float y, float z, float w);
- /**
- * Constructs a new vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y, z, w.
- */
- Vector4(float* array);
- /**
- * Constructs a vector that describes the direction between the specified points.
- *
- * @param p1 The first point.
- * @param p2 The second point.
- */
- Vector4(const Vector4& p1, const Vector4& p2);
- /**
- * Constructor.
- *
- * Creates a new vector that is a copy of the specified vector.
- *
- * @param copy The vector to copy.
- */
- Vector4(const Vector4& copy);
- /**
- * Creates a new vector from an integer interpreted as an RGBA value.
- * E.g. 0xff0000ff represents opaque red or the vector (1, 0, 0, 1).
- *
- * @param color The integer to interpret as an RGBA value.
- *
- * @return A vector corresponding to the interpreted RGBA color.
- */
- static Vector4 fromColor(unsigned int color);
- /**
- * Destructor.
- */
- ~Vector4();
- /**
- * Returns the zero vector.
- *
- * @return The 4-element vector of 0s.
- */
- static const Vector4& zero();
- /**
- * Returns the one vector.
- *
- * @return The 4-element vector of 1s.
- */
- static const Vector4& one();
- /**
- * Returns the unit x vector.
- *
- * @return The 4-element unit vector along the x axis.
- */
- static const Vector4& unitX();
- /**
- * Returns the unit y vector.
- *
- * @return The 4-element unit vector along the y axis.
- */
- static const Vector4& unitY();
- /**
- * Returns the unit z vector.
- *
- * @return The 4-element unit vector along the z axis.
- */
- static const Vector4& unitZ();
- /**
- * Returns the unit w vector.
- *
- * @return The 4-element unit vector along the w axis.
- */
- static const Vector4& unitW();
- /**
- * Indicates whether this vector contains all zeros.
- *
- * @return true if this vector contains all zeros, false otherwise.
- */
- bool isZero() const;
- /**
- * Indicates whether this vector contains all ones.
- *
- * @return true if this vector contains all ones, false otherwise.
- */
- bool isOne() const;
- /**
- * Returns the angle (in radians) between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The angle between the two vectors (in radians).
- */
- static float angle(const Vector4& v1, const Vector4& v2);
- /**
- * Adds the elements of the specified vector to this one.
- *
- * @param v The vector to add.
- */
- void add(const Vector4& v);
- /**
- * Adds the specified vectors and stores the result in dst.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst A vector to store the result in.
- */
- static void add(const Vector4& v1, const Vector4& v2, Vector4* dst);
- /**
- * Clamps this vector within the specified range.
- *
- * @param min The minimum value.
- * @param max The maximum value.
- */
- void clamp(const Vector4& min, const Vector4& max);
- /**
- * Clamps the specified vector within the specified range and returns it in dst.
- *
- * @param v The vector to clamp.
- * @param min The minimum value.
- * @param max The maximum value.
- * @param dst A vector to store the result in.
- */
- static void clamp(const Vector4& v, const Vector4& min, const Vector4& max, Vector4* dst);
- /**
- * Returns the distance between this vector and v.
- *
- * @param v The other vector.
- *
- * @return The distance between this vector and v.
- *
- * @see distanceSquared
- */
- float distance(const Vector4& v) const;
- /**
- * Returns the squared distance between this vector and v.
- *
- * When it is not neccessary to get the exact distance between
- * two vectors (for example, when simply comparing the
- * distance between different vectors), it is advised to use
- * this method instead of distance.
- *
- * @param v The other vector.
- *
- * @return The squared distance between this vector and v.
- *
- * @see distance
- */
- float distanceSquared(const Vector4& v) const;
- /**
- * Returns the dot product of this vector and the specified vector.
- *
- * @param v The vector to compute the dot product with.
- *
- * @return The dot product.
- */
- float dot(const Vector4& v);
- /**
- * Returns the dot product between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The dot product between the vectors.
- */
- static float dot(const Vector4& v1, const Vector4& v2);
- /**
- * Computes the length of this vector.
- *
- * @return The length of the vector.
- *
- * @see lengthSquared
- */
- float length() const;
- /**
- * Returns the squared length of this vector.
- *
- * When it is not neccessary to get the exact length of a
- * vector (for example, when simply comparing the lengths of
- * different vectors), it is advised to use this method
- * instead of length.
- *
- * @return The squared length of the vector.
- *
- * @see length
- */
- float lengthSquared() const;
- /**
- * Negates this vector.
- */
- void negate();
- /**
- * Normalizes this vector.
- *
- * This method normalizes this Vector4 so that it is of
- * unit length (in other words, the length of the vector
- * after calling this method will be 1.0f). If the vector
- * already has unit length or if the length of the vector
- * is zero, this method does nothing.
- */
- void normalize();
- /**
- * Normalizes this vector and stores the result in dst.
- *
- * If the vector already has unit length or if the length
- * of the vector is zero, this method simply copies the
- * current vector into dst.
- *
- * @param dst The destination vector.
- */
- void normalize(Vector4* dst);
- /**
- * Scales all elements of this vector by the specified value.
- *
- * @param scalar The scalar value.
- */
- void scale(float scalar);
- /**
- * Sets the elements of this vector to the specified values.
- *
- * @param x The new x coordinate.
- * @param y The new y coordinate.
- * @param z The new z coordinate.
- * @param w The new w coordinate.
- */
- void set(float x, float y, float z, float w);
- /**
- * Sets the elements of this vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y, z, w.
- */
- void set(float* array);
- /**
- * Sets the elements of this vector to those in the specified vector.
- *
- * @param v The vector to copy.
- */
- void set(const Vector4& v);
- /**
- * Sets this vector to the directional vector between the specified points.
- *
- * @param p1 The first point.
- * @param p2 The second point.
- */
- void set(const Vector4& p1, const Vector4& p2);
- /**
- * Subtracts this vector and the specified vector as (this - v)
- * and stores the result in this vector.
- *
- * @param v The vector to subtract.
- */
- void subtract(const Vector4& v);
- /**
- * Subtracts the specified vectors and stores the result in dst.
- * The resulting vector is computed as (v1 - v2).
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst The destination vector.
- */
- static void subtract(const Vector4& v1, const Vector4& v2, Vector4* dst);
- /**
- * Calculates the sum of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to add.
- * @return The vector sum.
- */
- inline Vector4 operator+(const Vector4& v);
- /**
- * Adds the given vector to this vector.
- *
- * @param v The vector to add.
- * @return This vector, after the addition occurs.
- */
- inline Vector4& operator+=(const Vector4& v);
- /**
- * Calculates the sum of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to add.
- * @return The vector sum.
- */
- inline Vector4 operator-(const Vector4& v);
- /**
- * Subtracts the given vector from this vector.
- *
- * @param v The vector to subtract.
- * @return This vector, after the subtraction occurs.
- */
- inline Vector4& operator-=(const Vector4& v);
- /**
- * Calculates the negation of this vector.
- *
- * Note: this does not modify this vector.
- *
- * @return The negation of this vector.
- */
- inline Vector4 operator-();
- /**
- * Calculates the scalar product of this vector with the given value.
- *
- * Note: this does not modify this vector.
- *
- * @param x The value to scale by.
- * @return The scaled vector.
- */
- inline Vector4 operator*(float x);
- /**
- * Scales this vector by the given value.
- *
- * @param x The value to scale by.
- * @return This vector, after the scale occurs.
- */
- inline Vector4& operator*=(float x);
- /**
- * Determines if this vector is less than the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is less than the given vector, false otherwise.
- */
- inline bool operator<(const Vector4& v) const;
- /**
- * Determines if this vector is equal to the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is equal to the given vector, false otherwise.
- */
- inline bool operator==(const Vector4& v) const;
- };
- /**
- * Calculates the scalar product of the given vector with the given value.
- *
- * @param x The value to scale by.
- * @param v The vector to scale.
- * @return The scaled vector.
- */
- inline Vector4 operator*(float x, const Vector4& v);
- }
- #include "Vector4.inl"
- #endif
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