reactphysics3d/testbed/opengl-framework/src/maths/Vector4.h

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/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef VECTOR4_H
#define VECTOR4_H
// Libraries
#include <math.h>
#include <assert.h>
namespace openglframework {
// Class Vector4
// This class represents a 4D vector.
class Vector4 {
public:
// -------------------- Attributes -------------------- //
// Components of the vector
float x, y, z, w;
// -------------------- Methods -------------------- //
// Constructor
Vector4(float x=0, float y=0, float z=0, float w=0) : x(x), y(y), z(z), w(w) {}
// Constructor
Vector4(const Vector4& vector) : x(vector.x), y(vector.y), z(vector.z), w(vector.w) {}
// + operator
Vector4 operator+(const Vector4 &v) const {
return Vector4(x + v.x, y + v.y, z + v.z, w + v.w);
}
// += operator
Vector4& operator+=(const Vector4 &v) {
x += v.x; y += v.y; z += v.z; w += v.w;
return *this;
}
// - operator
Vector4 operator-(const Vector4 &v) const {
return Vector4(x - v.x, y - v.y, z - v.z, w - v.w);
}
// -= operator
Vector4& operator-=(const Vector4 &v) {
x -= v.x; y -= v.y; z -= v.z, w -=v.w;
return *this;
}
// = operator
Vector4& operator=(const Vector4& vector) {
if (&vector != this) {
x = vector.x;
y = vector.y;
z = vector.z;
w = vector.w;
}
return *this;
}
// == operator
bool operator==(const Vector4 &v) const {
return x == v.x && y == v.y && z == v.z && w == v.w;
}
// * operator
Vector4 operator*(float f) const {
return Vector4(f*x, f*y, f*z, f*w);
}
// *= operator
Vector4 &operator*=(float f) {
x *= f; y *= f; z *= f; w *= f;
return *this;
}
// / operator
Vector4 operator/(float f) const {
assert(f!=0);
float inv = 1.f / f;
return Vector4(x * inv, y * inv, z * inv, w * inv);
}
// /= operator
Vector4 &operator/=(float f) {
assert(f!=0);
float inv = 1.f / f;
x *= inv; y *= inv; z *= inv; w *= inv;
return *this;
}
// - operator
Vector4 operator-() const {
return Vector4(-x, -y, -z, -w);
}
// [] operator
float &operator[](int i) {
assert(i >= 0 && i <= 3);
switch (i) {
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
return w;
}
// Dot product operator
float dot(const Vector4 &v) const {
return x * v.x + y * v.y + z * v.z + w * v.w;
}
// Multiply two vectors by their components
Vector4 componentMul(const Vector4 &v) const {
return Vector4(x * v.x, y * v.y, z * v.z, w * v.w);
}
// Clamp the values between 0 and 1
Vector4 clamp01() {
if (x>1.f) x=1.f;
else if (x<0.f) x=0.f;
if (y>1.f) y=1.f;
else if (y<0.f) y=0.f;
if (z>1.f) z=1.f;
else if (z<0.f) z=0.f;
if (w>1.f) w=1.f;
else if (w<0.f) w=0.f;
return *this;
}
// Return the squared length of the vector
float lengthSquared() const { return x * x + y * y + z * z + w * w; }
// Return the length of the vector
float length() const { return sqrt(lengthSquared()); }
};
}
#endif //_VECTOR4_H