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