/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "Assert.h" #include "Types.h" #include "MathUtils.h" namespace crown { /// 4D column vector. struct Vector4 { public: float x, y, z, w; /// Does nothing for efficiency. Vector4(); /// Initializes all the components to val Vector4(float val); /// Constructs from four components Vector4(float nx, float ny, float nz, float nw); /// Constructs from array Vector4(const float v[4]); Vector4(const Vector4& a); /// Random access by index float operator[](uint32_t i) const; /// Random access by index float& operator[](uint32_t i); Vector4 operator+(const Vector4& a) const; Vector4& operator+=(const Vector4& a); Vector4 operator-(const Vector4& a) const; Vector4& operator-=(const Vector4& a); Vector4 operator*(float k) const; Vector4& operator*=(float k); Vector4 operator/(float k) const; Vector4& operator/=(float k); /// Dot product float dot(const Vector4& a) const; /// For simmetry friend Vector4 operator*(float k, const Vector4& a); bool operator==(const Vector4& other) const; bool operator!=(const Vector4& other) const; /// Returns whether all the components of this vector are smaller than all of the @a other vector bool operator<(const Vector4& other) const; /// Returns whether all the components of this vector are greater than all of the @a other vector bool operator>(const Vector4& other) const; /// Returns the vector's length float length() const; /// Returns the vector's squared length float squared_length() const; /// Sets the vector's length void set_length(float len); /// Normalizes the vector Vector4& normalize(); /// Returns the normalized vector Vector4 get_normalized() const; /// Negates the vector (i.e. builds the inverse) Vector4& negate(); /// Negates the vector (i.e. builds the inverse) Vector4 operator-() const; /// Returns the distance float get_distance_to(const Vector4& a) const; /// Returns the angle in radians float get_angle_between(const Vector4& a) const; /// Sets all components to zero void zero(); /// Returns the pointer to the vector's data float* to_float_ptr(); /// Returns the pointer to the vector's data const float* to_float_ptr() const; static const Vector4 ZERO; static const Vector4 ONE; static const Vector4 XAXIS; static const Vector4 YAXIS; static const Vector4 ZAXIS; static const Vector4 WAXIS; }; //----------------------------------------------------------------------------- inline Vector4::Vector4() { } //----------------------------------------------------------------------------- inline Vector4::Vector4(float val) : x(val), y(val), z(val), w(val) { } //----------------------------------------------------------------------------- inline Vector4::Vector4(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw) { } //----------------------------------------------------------------------------- inline Vector4::Vector4(const float a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) { } //----------------------------------------------------------------------------- inline Vector4::Vector4(const Vector4& a) : x(a.x), y(a.y), z(a.z), w(a.w) { } //----------------------------------------------------------------------------- inline float Vector4::operator[](uint32_t i) const { CE_ASSERT(i < 4, "Index must be < 4"); return (&x)[i]; } //----------------------------------------------------------------------------- inline float& Vector4::operator[](uint32_t i) { CE_ASSERT(i < 4, "Index must be < 4"); return (&x)[i]; } //----------------------------------------------------------------------------- inline Vector4 Vector4::operator+(const Vector4& a) const { return Vector4(x + a.x, y + a.y, z + a.z, w + a.w); } //----------------------------------------------------------------------------- inline Vector4& Vector4::operator+=(const Vector4& a) { x += a.x; y += a.y; z += a.z; w += a.w; return *this; } //----------------------------------------------------------------------------- inline Vector4 Vector4::operator-(const Vector4& a) const { return Vector4(x - a.x, y - a.y, z - a.z, w - a.w); } //----------------------------------------------------------------------------- inline Vector4& Vector4::operator-=(const Vector4& a) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; return *this; } //----------------------------------------------------------------------------- inline Vector4 Vector4::operator*(float k) const { return Vector4(x * k, y * k, z * k, w * k); } //----------------------------------------------------------------------------- inline Vector4& Vector4::operator*=(float k) { x *= k; y *= k; z *= k; w *= k; return *this; } //----------------------------------------------------------------------------- inline Vector4 Vector4::operator/(float k) const { CE_ASSERT(k != (float)0.0, "Division by zero"); float inv = (float)(1.0 / k); return Vector4(x * inv, y * inv, z * inv, w * inv); } //----------------------------------------------------------------------------- inline Vector4& Vector4::operator/=(float k) { CE_ASSERT(k != (float)0.0, "Division by zero"); float inv = (float)(1.0 / k); x *= inv; y *= inv; z *= inv; w *= inv; return *this; } //----------------------------------------------------------------------------- inline float Vector4::dot(const Vector4& a) const { return x * a.x + y * a.y + z * a.z + w * a.w; } //----------------------------------------------------------------------------- inline Vector4 operator*(float k, const Vector4& a) { return a * k; } //----------------------------------------------------------------------------- inline bool Vector4::operator==(const Vector4& other) const { return math::equals(x, other.x) && math::equals(y, other.y) && math::equals(z, other.z) && math::equals(w, other.w); } //----------------------------------------------------------------------------- inline bool Vector4::operator!=(const Vector4& other) const { return !math::equals(x, other.x) || !math::equals(y, other.y) || !math::equals(z, other.z) || !math::equals(w, other.w); } //----------------------------------------------------------------------------- inline bool Vector4::operator<(const Vector4& other) const { return ((x < other.x) && (y < other.y) && (z < other.z) && (w < other.w)); } //----------------------------------------------------------------------------- inline bool Vector4::operator>(const Vector4& other) const { return ((x > other.x) && (y > other.y) && (z > other.z) && (w > other.w)); } //----------------------------------------------------------------------------- inline float Vector4::length() const { return math::sqrt(x * x + y * y + z * z + w * w); } //----------------------------------------------------------------------------- inline float Vector4::squared_length() const { return x * x + y * y + z * z + w * w; } //----------------------------------------------------------------------------- inline Vector4& Vector4::normalize() { float len = length(); if (math::equals(len, (float)0.0)) { return *this; } len = (float)(1.0 / len); x *= len; y *= len; z *= len; w *= len; return *this; } //----------------------------------------------------------------------------- inline Vector4 Vector4::get_normalized() const { Vector4 tmp(x, y, z, w); return tmp.normalize(); } //----------------------------------------------------------------------------- inline Vector4& Vector4::negate() { x = -x; y = -y; z = -z; w = -w; return *this; } //----------------------------------------------------------------------------- inline Vector4 Vector4::operator-() const { return Vector4(-x, -y, -z, -w); } //----------------------------------------------------------------------------- inline float Vector4::get_distance_to(const Vector4& a) const { return (*this - a).length(); } //----------------------------------------------------------------------------- inline float Vector4::get_angle_between(const Vector4& a) const { return math::acos(this->dot(a) / (this->length() * a.length())); } //----------------------------------------------------------------------------- inline void Vector4::zero() { x = 0.0; y = 0.0; z = 0.0; w = 0.0; } //----------------------------------------------------------------------------- inline float* Vector4::to_float_ptr() { return &x; } //----------------------------------------------------------------------------- inline const float* Vector4::to_float_ptr() const { return &x; } } // namespace crown