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- $#include "Vector4.h"
- /// Four-dimensional vector.
- class Vector4
- {
- public:
- /// Construct undefined.
- 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)
- {
- }
-
- /// Test for equality with another vector without epsilon.
- bool operator == (const Vector4& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_ && 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_); }
- Vector4 operator / (const Vector4& rhs) const;
-
- /// 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 Urho3D::Abs(x_ * rhs.x_) + Urho3D::Abs(y_ * rhs.y_) + Urho3D::Abs(z_ * rhs.z_) + Urho3D::Abs(w_ * rhs.w_); }
- /// Return absolute vector.
- Vector4 Abs() const { return Vector4(Urho3D::Abs(x_), Urho3D::Abs(y_), Urho3D::Abs(z_), Urho3D::Abs(w_)); }
- /// Linear interpolation with another vector.
- Vector4 Lerp(const Vector4& rhs, float t) const { return *this * (1.0f - t) + rhs * t; }
- /// Test for equality with another vector with epsilon.
- bool Equals(const Vector4& rhs) const { return Urho3D::Equals(x_, rhs.x_) && Urho3D::Equals(y_, rhs.y_) && Urho3D::Equals(z_, rhs.z_) && Urho3D::Equals(w_, rhs.w_); }
- /// Return as string.
- String ToString() const;
-
- /// X coordinate.
- float x_ @ x;
- /// Y coordinate.
- float y_ @ y;
- /// Z coordinate.
- float z_ @ z;
- /// W coordinate.
- float w_ @ w;
-
- /// Zero vector.
- static const Vector4 ZERO;
- /// (1,1,1) vector.
- static const Vector4 ONE;
- };
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