/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Provides an interface for a vector in R4 and allows vector and * scalar operations on it */ #ifndef INCLUDED_VECTOR4D #define INCLUDED_VECTOR4D #include class CVector4D { public: CVector4D() : X(0.0f), Y(0.0f), Z(0.0f), W(0.0f) { } CVector4D(float x, float y, float z, float w) : X(x), Y(y), Z(z), W(w) { } bool operator==(const CVector4D& t) const { return (X == t.X && Y == t.Y && Z == t.Z && W == t.W); } bool operator!=(const CVector4D& t) const { return !(*this == t); } CVector4D operator-() const { return CVector4D(-X, -Y, -Z, -W); } CVector4D operator+(const CVector4D& t) const { return CVector4D(X+t.X, Y+t.Y, Z+t.Z, W+t.W); } CVector4D operator-(const CVector4D& t) const { return CVector4D(X-t.X, Y-t.Y, Z-t.Z, W-t.W); } CVector4D operator*(const CVector4D& t) const { return CVector4D(X*t.X, Y*t.Y, Z*t.Z, W*t.W); } CVector4D operator*(float f) const { return CVector4D(X*f, Y*f, Z*f, W*f); } CVector4D operator/(float f) const { float inv_f = 1.0f / f; return CVector4D(X*inv_f, Y*inv_f, Z*inv_f, W*inv_f); } CVector4D& operator+=(const CVector4D& t) { X += t.X; Y += t.Y; Z += t.Z; W += t.W; return *this; } CVector4D& operator-=(const CVector4D& t) { X -= t.X; Y -= t.Y; Z -= t.Z; W -= t.W; return *this; } CVector4D& operator*=(const CVector4D& t) { X *= t.X; Y *= t.Y; Z *= t.Z; W *= t.W; return *this; } CVector4D& operator*=(float f) { X *= f; Y *= f; Z *= f; W *= f; return *this; } CVector4D& operator/=(float f) { float inv_f = 1.0f / f; X *= inv_f; Y *= inv_f; Z *= inv_f; W *= inv_f; return *this; } float Dot(const CVector4D& a) const { return X*a.X + Y*a.Y + Z*a.Z + W*a.W; } float X, Y, Z, W; }; #endif