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