bb
157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
146 lines
3.0 KiB
C++
146 lines
3.0 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R4 and allows vector and
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* scalar operations on it
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*/
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#ifndef INCLUDED_VECTOR4D
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#define INCLUDED_VECTOR4D
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#include "ps/containers/Span.h"
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#include <math.h>
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class CVector4D
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{
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public:
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CVector4D() : X(0.0f), Y(0.0f), Z(0.0f), W(0.0f) { }
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CVector4D(float x, float y, float z, float w) : X(x), Y(y), Z(z), W(w) { }
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bool operator==(const CVector4D& t) const
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{
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return (X == t.X && Y == t.Y && Z == t.Z && W == t.W);
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}
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bool operator!=(const CVector4D& t) const
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{
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return !(*this == t);
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}
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CVector4D operator-() const
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{
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return CVector4D(-X, -Y, -Z, -W);
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}
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CVector4D operator+(const CVector4D& t) const
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{
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return CVector4D(X+t.X, Y+t.Y, Z+t.Z, W+t.W);
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}
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CVector4D operator-(const CVector4D& t) const
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{
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return CVector4D(X-t.X, Y-t.Y, Z-t.Z, W-t.W);
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}
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CVector4D operator*(const CVector4D& t) const
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{
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return CVector4D(X*t.X, Y*t.Y, Z*t.Z, W*t.W);
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}
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CVector4D operator*(float f) const
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{
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return CVector4D(X*f, Y*f, Z*f, W*f);
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}
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CVector4D operator/(float f) const
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{
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float inv_f = 1.0f / f;
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return CVector4D(X*inv_f, Y*inv_f, Z*inv_f, W*inv_f);
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}
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CVector4D& operator+=(const CVector4D& t)
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{
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X += t.X;
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Y += t.Y;
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Z += t.Z;
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W += t.W;
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return *this;
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}
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CVector4D& operator-=(const CVector4D& t)
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{
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X -= t.X;
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Y -= t.Y;
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Z -= t.Z;
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W -= t.W;
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return *this;
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}
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CVector4D& operator*=(const CVector4D& t)
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{
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X *= t.X;
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Y *= t.Y;
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Z *= t.Z;
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W *= t.W;
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return *this;
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}
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CVector4D& operator*=(float f)
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{
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X *= f;
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Y *= f;
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Z *= f;
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W *= f;
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return *this;
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}
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CVector4D& operator/=(float f)
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{
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float inv_f = 1.0f / f;
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X *= inv_f;
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Y *= inv_f;
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Z *= inv_f;
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W *= inv_f;
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return *this;
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}
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float Dot(const CVector4D& a) const
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{
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return X*a.X + Y*a.Y + Z*a.Z + W*a.W;
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}
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// Returns 4 element array of floats, e.g. for vec4 uniforms.
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PS::span<const float> AsFloatArray() const
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{
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// Additional check to prevent a weird compiler has a different
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// alignement for an array and a class members.
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static_assert(
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sizeof(CVector4D) == sizeof(float) * 4u &&
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offsetof(CVector4D, X) == 0 &&
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offsetof(CVector4D, W) == sizeof(float) * 3u,
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"CVector4D should be properly layouted to use AsFloatArray");
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return PS::span<const float>(&X, 4);
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}
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float X, Y, Z, W;
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};
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#endif // INCLUDED_VECTOR4D
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