// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "Vector3.h" /// Four-dimensional vector class Vector4 { public: /// Construct an undefined vector Vector4() { } /// Copy-construct from another vector Vector4(const Vector4& vector) : x_(vector.x_), y_(vector.y_), z_(vector.z_), w_(vector.w_) { } /// Construct from a 3-dimensional vector and the W coordinate Vector4(const Vector3& vector, float w) : x_(vector.x_), y_(vector.y_), z_(vector.z_), w_(w) { } /// Construct from coordinates Vector4(float x, float y, float z, float w) : x_(x), y_(y), z_(z), w_(w) { } /// Construct from a float array Vector4(const float* data) : x_(data[0]), y_(data[1]), z_(data[2]), w_(data[3]) { } /// Assign from another vector Vector4& operator = (const Vector4& rhs) { x_ = rhs.x_; y_ = rhs.y_; z_ = rhs.z_; w_ = rhs.w_; return *this; } /// Test for equality with another vector bool operator == (const Vector4& rhs) const { return Equals(x_, rhs.x_) && Equals(y_, rhs.y_) && Equals(z_, rhs.z_) && Equals(w_, rhs.w_); } /// Test for inequality with another vector bool operator != (const Vector4& rhs) const { return !Equals(x_, rhs.x_) || !Equals(y_, rhs.y_) || !Equals(z_, rhs.z_) || !Equals(w_, rhs.w_); } /// Add a vector Vector4 operator + (const Vector4& rhs) const { return Vector4(x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_, w_ + rhs.w_); } /// Return negation Vector4 operator - () const { return Vector4(-x_, -y_, -z_, -w_); } /// Subtract a vector Vector4 operator - (const Vector4& rhs) const { return Vector4(x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_, w_ - rhs.w_); } /// Multiply with a scalar Vector4 operator * (float rhs) const { return Vector4(x_ * rhs, y_ * rhs, z_ * rhs, w_ * rhs); } /// Multiply with a vector Vector4 operator * (const Vector4& rhs) const { return Vector4(x_ * rhs.x_, y_ * rhs.y_, z_ * rhs.z_, w_ * rhs.w_); } /// Divide by a scalar Vector4 operator / (float rhs) const { return Vector4(x_ / rhs, y_ / rhs, z_ / rhs, w_ / rhs); } /// Divide by a vector Vector4 operator / (const Vector4& rhs) const { return Vector4(x_ / rhs.x_, y_ / rhs.y_, z_ / rhs.z_, w_ / rhs.w_); } /// Add-assign a vector Vector4& operator += (const Vector4& rhs) { x_ += rhs.x_; y_ += rhs.y_; z_ += rhs.z_; w_ += rhs.w_; return *this; } /// Subtract-assign a vector Vector4& operator -= (const Vector4& rhs) { x_ -= rhs.x_; y_ -= rhs.y_; z_ -= rhs.z_; w_ -= rhs.w_; return *this; } /// Multiply-assign a scalar Vector4& operator *= (float rhs) { x_ *= rhs; y_ *= rhs; z_ *= rhs; w_ *= rhs; return *this; } /// Multiply-assign a vector Vector4& operator *= (const Vector4& rhs) { x_ *= rhs.x_; y_ *= rhs.y_; z_ *= rhs.z_; w_ *= rhs.w_; return *this; } /// Divide-assign a scalar Vector4& operator /= (float rhs) { x_ /= rhs; y_ /= rhs; z_ /= rhs; w_ /= rhs; return *this; } /// Divide-assign a vector Vector4& operator /= (const Vector4& rhs) { x_ /= rhs.x_; y_ /= rhs.y_; z_ /= rhs.z_; w_ /= rhs.w_; return *this; } /// Calculate dot product float DotProduct(const Vector4& rhs) const { return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_ + w_ * rhs.w_; } /// Calculate absolute dot product float AbsDotProduct(const Vector4& rhs) const { return fabsf(x_ * rhs.x_) + fabsf(y_ * rhs.y_) + fabsf(z_ * rhs.z_) + fabsf(w_ * rhs.w_); } /// Return absolute vector Vector4 Abs() const { return Vector4(fabsf(x_), fabsf(y_), fabsf(z_), fabsf(w_)); } /// Linear interpolation with another vector Vector4 Lerp(const Vector4& rhs, float t) const { return *this * (1.0f - t) + rhs * t; } /// Return float data const float* GetData() const { return &x_; } /// Return as string String ToString() const; /// X coordinate float x_; /// Y coordinate float y_; /// Z coordinate float z_; /// W coordinate float w_; /// Zero vector static const Vector4 ZERO; /// (1,1,1) vector static const Vector4 UNITY; }; inline Vector4 operator * (float lhs, const Vector4& rhs) { return rhs * lhs; }