forked from 0ad/0ad
143 lines
3.3 KiB
C++
143 lines
3.3 KiB
C++
/* Copyright (C) 2009 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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* =========================================================================
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* File : Vector4D.h
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* Project : 0 A.D.
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* Description : Provides an interface for a vector in R4 and
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* allows vector and scalar operations on it
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* =========================================================================
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*/
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#ifndef INCLUDED_VECTOR4D
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#define INCLUDED_VECTOR4D
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#include <math.h>
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///////////////////////////////////////////////////////////////////////////////
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// CVector4D:
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class CVector4D
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{
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public:
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CVector4D() {}
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CVector4D(const float f[4]) { m_X=f[0]; m_Y=f[1]; m_Z=f[2]; m_W=f[3]; }
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CVector4D(float x,float y,float z,float w) { m_X=x; m_Y=y; m_Z=z; m_W=w; }
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CVector4D(const CVector4D& p) { m_X=p.m_X; m_Y=p.m_Y; m_Z=p.m_Z; m_W=p.m_W; }
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operator float*()
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{
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return &m_X;
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}
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operator const float*() const
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{
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return &m_X;
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}
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CVector4D operator-() const
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{
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return CVector4D(-m_X,-m_Y,-m_Z,-m_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(m_X+t.m_X,m_Y+t.m_Y,m_Z+t.m_Z,m_W+t.m_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(m_X-t.m_X,m_Y-t.m_Y,m_Z-t.m_Z,m_W-t.m_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(m_X*t.m_X,m_Y*t.m_Y,m_Z*t.m_Z,m_W*t.m_W);
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}
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CVector4D operator*(float f) const
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{
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return CVector4D(m_X*f,m_Y*f,m_Z*f,m_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(m_X*inv_f,m_Y*inv_f,m_Z*inv_f,m_W*inv_f);
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}
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CVector4D& operator+=(const CVector4D& t)
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{
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m_X += t.m_X; m_Y += t.m_Y; m_Z += t.m_Z; m_W += t.m_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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m_X -= t.m_X; m_Y -= t.m_Y; m_Z -= t.m_Z; m_W -= t.m_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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m_X *= t.m_X; m_Y *= t.m_Y; m_Z *= t.m_Z; m_W *= t.m_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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m_X *= f; m_Y *= f; m_Z *= f; m_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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m_X *= inv_f; m_Y *= inv_f; m_Z *= inv_f; m_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 m_X*a.m_X + m_Y*a.m_Y + m_Z*a.m_Z + m_W*a.m_W;
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}
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float LengthSquared() const
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{
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return Dot(*this);
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}
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float Length() const
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{
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return sqrtf(LengthSquared());
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}
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void Normalize()
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{
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const float inv_mag = 1.0f / Length();
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m_X *= inv_mag; m_Y *= inv_mag; m_Z *= inv_mag; m_W *= inv_mag;
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}
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public:
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float m_X, m_Y, m_Z, m_W;
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};
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//////////////////////////////////////////////////////////////////////////////////
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#endif
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