/** * ========================================================================= * File : Vector4D.h * Project : 0 A.D. * Description : Provides an interface for a vector in R4 and * allows vector and scalar operations on it * ========================================================================= */ #ifndef INCLUDED_VECTOR4D #define INCLUDED_VECTOR4D #include /////////////////////////////////////////////////////////////////////////////// // CVector4D: class CVector4D { public: CVector4D() {} CVector4D(const float f[4]) { m_X=f[0]; m_Y=f[1]; m_Z=f[2]; m_W=f[3]; } CVector4D(float x,float y,float z,float w) { m_X=x; m_Y=y; m_Z=z; m_W=w; } CVector4D(const CVector4D& p) { m_X=p.m_X; m_Y=p.m_Y; m_Z=p.m_Z; m_W=p.m_W; } operator float*() { return &m_X; } operator const float*() const { return &m_X; } CVector4D operator-() const { return CVector4D(-m_X,-m_Y,-m_Z,-m_W); } CVector4D operator+(const CVector4D& t) const { return CVector4D(m_X+t.m_X,m_Y+t.m_Y,m_Z+t.m_Z,m_W+t.m_W); } CVector4D operator-(const CVector4D& t) const { return CVector4D(m_X-t.m_X,m_Y-t.m_Y,m_Z-t.m_Z,m_W-t.m_W); } CVector4D operator*(const CVector4D& t) const { return CVector4D(m_X*t.m_X,m_Y*t.m_Y,m_Z*t.m_Z,m_W*t.m_W); } CVector4D operator*(float f) const { return CVector4D(m_X*f,m_Y*f,m_Z*f,m_W*f); } CVector4D operator/(float f) const { float inv_f = 1.0f/f; return CVector4D(m_X*inv_f,m_Y*inv_f,m_Z*inv_f,m_W*inv_f); } CVector4D& operator+=(const CVector4D& t) { m_X += t.m_X; m_Y += t.m_Y; m_Z += t.m_Z; m_W += t.m_W; return *this; } CVector4D& operator-=(const CVector4D& t) { m_X -= t.m_X; m_Y -= t.m_Y; m_Z -= t.m_Z; m_W -= t.m_W; return *this; } CVector4D& operator*=(const CVector4D& t) { m_X *= t.m_X; m_Y *= t.m_Y; m_Z *= t.m_Z; m_W *= t.m_W; return *this; } CVector4D& operator*=(float f) { m_X *= f; m_Y *= f; m_Z *= f; m_W *= f; return *this; } CVector4D& operator/=(float f) { float inv_f = 1.0f / f; m_X *= inv_f; m_Y *= inv_f; m_Z *= inv_f; m_W *= inv_f; return *this; } float Dot(const CVector4D& a) const { return m_X*a.m_X + m_Y*a.m_Y + m_Z*a.m_Z + m_W*a.m_W; } float LengthSquared() const { return Dot(*this); } float Length() const { return sqrtf(LengthSquared()); } void Normalize() { const float inv_mag = 1.0f / Length(); m_X *= inv_mag; m_Y *= inv_mag; m_Z *= inv_mag; m_W *= inv_mag; } public: float m_X, m_Y, m_Z, m_W; }; ////////////////////////////////////////////////////////////////////////////////// #endif