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0ad/source/terrain/Vector4D.h
notpete cc2b6afdac Initial revision.
This was SVN commit r96.
2003-11-25 18:34:05 +00:00

112 lines
2.6 KiB
C++
Executable File

//***********************************************************
//
// Name: CVector4D.h
// Last Update: 02/11/03
// Author: Rich Cross
//
// Description: Provides an interface for a vector in R4 and
// allows vector and scalar operations on it
//
//***********************************************************
#ifndef _VECTOR4D_H
#define _VECTOR4D_H
#include <math.h>
#include "MathUtil.h"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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=1.0f/f;
return CVector4D(m_X*inv,m_Y*inv,m_Z*inv,m_W*inv);
}
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 invf=1.0f/f;
m_X*=invf; m_Y*=invf; m_Z*=invf; m_W*=invf;
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 SQR(m_X)+SQR(m_Y)+SQR(m_Z)+SQR(m_W);
}
float length() const {
return (float) sqrt(lengthSquared());
}
void normalize() {
float mag=length();
m_X/=mag; m_Y/=mag; m_Z/=mag; m_W/=mag;
}
public:
float m_X,m_Y,m_Z,m_W;
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#endif