?? _vector4.h
字號:
#ifndef _VECTOR4_H
#define _VECTOR4_H
//------------------------------------------------------------------------------
/**
A generic vector4 class.
@author
- RadonLabs GmbH
@since
- 2005.7.06
@remarks
- 瘤肯 眠啊
*/
#include "nmath.h"
#include <float.h>
//------------------------------------------------------------------------------
class _vector4
{
public:
enum component
{
X = (1<<0),
Y = (1<<1),
Z = (1<<2),
W = (1<<3),
};
/// constructor 1
_vector4();
/// constructor 2
_vector4(const float _x, const float _y, const float _z, const float _w);
/// constructor 3
_vector4(const _vector4& vec);
/// constructor from vector3 (w will be set to 1.0)
_vector4(const _vector3& vec3);
/// set elements 1
void set(const float _x, const float _y, const float _z, const float _w);
/// set elements 2
void set(const _vector4& v);
/// set to vector3 (w will be set to 1.0)
void set(const _vector3& v);
/// return length
float len() const;
/// normalize
void norm();
/// inplace add
void operator +=(const _vector4& v);
/// inplace sub
void operator -=(const _vector4& v);
/// inplace scalar mul
void operator *=(const float s);
/// vector3 assignment operator (w set to 1.0f)
_vector4& operator=(const _vector3& v);
/// fuzzy compare
bool isequal(const _vector4& v, float tol) const;
/// fuzzy compare, return -1, 0, +1
int compare(const _vector4& v, float tol) const;
/// set own components to minimum
void minimum(const _vector4& v);
/// set own components to maximum
void maximum(const _vector4& v);
/// set component float value by mask
void setcomp(float val, int mask);
/// get component float value by mask
float getcomp(int mask);
/// get write mask for smallest component
int mincompmask() const;
/// inplace linear interpolation
void lerp(const _vector4& v0, float lerpVal);
/// linear interpolation between v0 and v1
void lerp(const _vector4& v0, const _vector4& v1, float lerpVal);
/// saturate components between 0 and 1
void saturate();
/// dot product
float dot(_vector4 v0) const;
float x, y, z, w;
};
//------------------------------------------------------------------------------
/**
*/
inline
_vector4::_vector4() :
x(0.0f),
y(0.0f),
z(0.0f),
w(0.0f)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector4::_vector4(const float _x, const float _y, const float _z, const float _w) :
x(_x),
y(_y),
z(_z),
w(_w)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector4::_vector4(const _vector4& v) :
x(v.x),
y(v.y),
z(v.z),
w(v.w)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector4::_vector4(const _vector3& v) :
x(v.x),
y(v.y),
z(v.z),
w(1.0f)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::set(const float _x, const float _y, const float _z, const float _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::set(const _vector4& v)
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::set(const _vector3& v)
{
x = v.x;
y = v.y;
z = v.z;
w = 1.0f;
}
//------------------------------------------------------------------------------
/**
*/
inline
float
_vector4::len() const
{
return (float) sqrt(x * x + y * y + z * z + w * w);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::norm()
{
float l = len();
if (l > TINY)
{
float oneDivL = 1.0f / l;
x *= oneDivL;
y *= oneDivL;
z *= oneDivL;
w *= oneDivL;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::operator +=(const _vector4& v)
{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::operator -=(const _vector4& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::operator *=(const float s)
{
x *= s;
y *= s;
z *= s;
w *= s;
}
//------------------------------------------------------------------------------
/**
*/
inline
_vector4&
_vector4::operator=(const _vector3& v)
{
this->set(v);
return *this;
}
//------------------------------------------------------------------------------
/**
*/
inline
bool
_vector4::isequal(const _vector4& v, float tol) const
{
if (fabs(v.x - x) > tol) return false;
else if (fabs(v.y - y) > tol) return false;
else if (fabs(v.z - z) > tol) return false;
else if (fabs(v.w - w) > tol) return false;
return true;
}
//------------------------------------------------------------------------------
/**
*/
inline
int
_vector4::compare(const _vector4& v, float tol) const
{
if (fabs(v.x - x) > tol) return (v.x > x) ? +1 : -1;
else if (fabs(v.y - y) > tol) return (v.y > y) ? +1 : -1;
else if (fabs(v.z - z) > tol) return (v.z > z) ? +1 : -1;
else if (fabs(v.w - w) > tol) return (v.w > w) ? +1 : -1;
else return 0;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::minimum(const _vector4& v)
{
if (v.x < x) x = v.x;
if (v.y < y) y = v.y;
if (v.z < z) z = v.z;
if (v.w < w) w = v.w;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::maximum(const _vector4& v)
{
if (v.x > x) x = v.x;
if (v.y > y) y = v.y;
if (v.z > z) z = v.z;
if (v.w > w) w = v.w;
}
//------------------------------------------------------------------------------
/**
*/
static
inline
_vector4 operator +(const _vector4& v0, const _vector4& v1)
{
return _vector4(v0.x + v1.x, v0.y + v1.y, v0.z + v1.z, v0.w + v1.w);
}
//------------------------------------------------------------------------------
/**
*/
static
inline
_vector4 operator -(const _vector4& v0, const _vector4& v1)
{
return _vector4(v0.x - v1.x, v0.y - v1.y, v0.z - v1.z, v0.w - v1.w);
}
//------------------------------------------------------------------------------
/**
*/
static
inline
_vector4 operator *(const _vector4& v0, const float& s)
{
return _vector4(v0.x * s, v0.y * s, v0.z * s, v0.w * s);
}
//------------------------------------------------------------------------------
/**
*/
static
inline
_vector4 operator -(const _vector4& v)
{
return _vector4(-v.x, -v.y, -v.z, -v.w);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::setcomp(float val, int mask)
{
if (mask & X) x = val;
if (mask & Y) y = val;
if (mask & Z) z = val;
if (mask & W) w = val;
}
//------------------------------------------------------------------------------
/**
*/
inline
float
_vector4::getcomp(int mask)
{
switch (mask)
{
case X: return x;
case Y: return y;
case Z: return z;
default: return w;
}
}
//------------------------------------------------------------------------------
/**
*/
inline
int
_vector4::mincompmask() const
{
float minVal = x;
int minComp = X;
if (y < minVal)
{
minComp = Y;
minVal = y;
}
if (z < minVal)
{
minComp = Z;
minVal = z;
}
if (w < minVal)
{
minComp = W;
minVal = w;
}
return minComp;
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::lerp(const _vector4& v0, float lerpVal)
{
x = v0.x + ((x - v0.x) * lerpVal);
y = v0.y + ((y - v0.y) * lerpVal);
z = v0.z + ((z - v0.z) * lerpVal);
w = v0.w + ((w - v0.w) * lerpVal);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::lerp(const _vector4& v0, const _vector4& v1, float lerpVal)
{
x = v0.x + ((v1.x - v0.x) * lerpVal);
y = v0.y + ((v1.y - v0.y) * lerpVal);
z = v0.z + ((v1.z - v0.z) * lerpVal);
w = v0.w + ((v1.w - v0.w) * lerpVal);
}
//------------------------------------------------------------------------------
/**
*/
inline
void
_vector4::saturate()
{
x = n_saturate(x);
y = n_saturate(y);
z = n_saturate(z);
w = n_saturate(w);
}
//------------------------------------------------------------------------------
/**
Dot product for vector4
*/
inline
float _vector4::dot(_vector4 v0) const
{
return ( x * v0.x + y * v0.y + z * v0.z + w * v0.w );
}
//------------------------------------------------------------------------------
#endif
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