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o3de/Code/Legacy/CryCommon/Cry_Vector4.h

209 lines
5.2 KiB
C

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// Description : Common vector class
#pragma once
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// class Vec4
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
struct Vec4
{
using value_type = f32;
enum
{
component_count = 4
};
f32 x, y, z, w;
#if defined(_DEBUG)
ILINE Vec4()
{
if constexpr (sizeof(f32) == 4)
{
uint32* p = alias_cast<uint32*>(&x);
p[0] = F32NAN;
p[1] = F32NAN;
p[2] = F32NAN;
p[3] = F32NAN;
}
}
#else
ILINE Vec4() {}
#endif
ILINE Vec4(f32 vx, f32 vy, f32 vz, f32 vw) { x = vx; y = vy; z = vz; w = vw; }
ILINE Vec4(const Vec3_tpl<f32>& v, f32 vw) { x = v.x; y = v.y; z = v.z; w = vw; }
explicit ILINE Vec4(f32 m) { x = y = z = w = m; }
ILINE Vec4(type_zero) { x = y = z = w = f32(0); }
ILINE void operator () (f32 vx, f32 vy, f32 vz, f32 vw) { x = vx; y = vy; z = vz; w = vw; }
ILINE void operator () (const Vec3_tpl<f32>& v, f32 vw) { x = v.x; y = v.y; z = v.z; w = vw; }
ILINE f32& operator [] (int index) { assert(index >= 0 && index <= 3); return ((f32*)this)[index]; }
ILINE f32 operator [] (int index) const { assert(index >= 0 && index <= 3); return ((f32*)this)[index]; }
ILINE Vec4& zero() { x = y = z = w = 0; return *this; }
ILINE bool IsEquivalent(const Vec4& v1, f32 epsilon = VEC_EPSILON) const
{
assert(v1.IsValid());
assert(this->IsValid());
return ((fabs_tpl(x - v1.x) <= epsilon) && (fabs_tpl(y - v1.y) <= epsilon) && (fabs_tpl(z - v1.z) <= epsilon) && (fabs_tpl(w - v1.w) <= epsilon));
}
ILINE Vec4& operator=(const Vec4& src)
{
x = src.x;
y = src.y;
z = src.z;
w = src.w;
return *this;
}
ILINE Vec4 operator * (f32 k) const
{
return Vec4(x * k, y * k, z * k, w * k);
}
ILINE Vec4 operator / (f32 k) const
{
k = (f32)1.0 / k;
return Vec4(x * k, y * k, z * k, w * k);
}
ILINE Vec4& operator *= (f32 k)
{
x *= k;
y *= k;
z *= k;
w *= k;
return *this;
}
ILINE Vec4& operator /= (f32 k)
{
k = (f32)1.0 / k;
x *= k;
y *= k;
z *= k;
w *= k;
return *this;
}
ILINE void operator += (const Vec4& v)
{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
}
ILINE void operator -= (const Vec4& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
}
ILINE f32 Dot (const Vec4& vec2) const
{
return x * vec2.x + y * vec2.y + z * vec2.z + w * vec2.w;
}
ILINE f32 GetLength() const
{
return sqrt_tpl(Dot(*this));
}
ILINE f32 GetLengthSquared() const
{
return Dot(*this);
}
bool IsValid() const
{
if (!NumberValid(x))
{
return false;
}
if (!NumberValid(y))
{
return false;
}
if (!NumberValid(z))
{
return false;
}
if (!NumberValid(w))
{
return false;
}
return true;
}
/*!
* functions and operators to compare vector
*
* Example:
* if (v0==v1) dosomething;
*/
ILINE bool operator==(const Vec4& vec)
{
return x == vec.x && y == vec.y && z == vec.z && w == vec.w;
}
ILINE bool operator!=(const Vec4& vec) { return !(*this == vec); }
ILINE friend bool operator ==(const Vec4& v0, const Vec4& v1)
{
return ((v0.x == v1.x) && (v0.y == v1.y) && (v0.z == v1.z) && (v0.w == v1.w));
}
ILINE friend bool operator !=(const Vec4& v0, const Vec4& v1) { return !(v0 == v1); }
//! normalize the vector
// The default Normalize function is in fact "safe". 0 vectors remain unchanged.
ILINE void Normalize()
{
assert(this->IsValid());
f32 fInvLen = isqrt_safe_tpl(x * x + y * y + z * z + w * w);
x *= fInvLen;
y *= fInvLen;
z *= fInvLen;
w *= fInvLen;
}
//! may be faster and less accurate
ILINE void NormalizeFast()
{
assert(this->IsValid());
f32 fInvLen = isqrt_fast_tpl(x * x + y * y + z * z + w * w);
x *= fInvLen;
y *= fInvLen;
z *= fInvLen;
w *= fInvLen;
}
};
//vector addition
ILINE Vec4 operator + (const Vec4& v0, const Vec4& v1)
{
return Vec4(v0.x + v1.x, v0.y + v1.y, v0.z + v1.z, v0.w + v1.w);
}
//vector subtraction
ILINE Vec4 operator - (const Vec4& v0, const Vec4& v1)
{
return Vec4(v0.x - v1.x, v0.y - v1.y, v0.z - v1.z, v0.w - v1.w);
}