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# csgeom/vector4.h

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    00001 /*
    00002     Copyright (C) 1998,1999,2000 by Jorrit Tyberghein
    00003     Largely rewritten by Ivan Avramovic <ivan@avramovic.com>
    00004     Extended (and some methods removed) to 4 component by Marten Svanfeldt
    00005     Templatized by Frank Richter
    00006
    00007     This library is free software; you can redistribute it and/or
    00008     modify it under the terms of the GNU Library General Public
    00009     License as published by the Free Software Foundation; either
    00010     version 2 of the License, or (at your option) any later version.
    00011
    00012     This library is distributed in the hope that it will be useful,
    00013     but WITHOUT ANY WARRANTY; without even the implied warranty of
    00014     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00015     Library General Public License for more details.
    00016
    00017     You should have received a copy of the GNU Library General Public
    00018     License along with this library; if not, write to the Free
    00019     Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
    00020 */
    00021
    00022 #ifndef __CS_VECTOR4_H__
    00023 #define __CS_VECTOR4_H__
    00024
    00032 #include "csextern.h"
    00033 #include "csgeom/vector3.h"
    00034 #include "csutil/csstring.h"
    00035
    00039 template<typename T>
    00040 class csVector4T
    00041 {
    00042 public:
    00043 #if !defined(__STRICT_ANSI__) && !defined(SWIG)
    00044   union
    00045   {
    00046     struct
    00047     {
    00048 #endif
    00049
    00050       T x;
    00052       T y;
    00054       T z;
    00056       T w;
    00057 #if !defined(__STRICT_ANSI__) && !defined(SWIG)
    00058     };
    00060     T m[4];
    00061   };
    00062 #endif
    00063   /* Note: since T is used in an union above, it cannot have custom ctors.
    00064    * So be careful when creating new Ts; e.g.: don't use T(x), but something
    00065    * like T y = x.
    00066    */
    00067
    00072   csVector4T () {}
    00073
    00079   csVector4T (const T& m) : x(m), y(m), z(m), w(m) {}
    00080
    00082   csVector4T (const T& ix, const T& iy, const T& iz = T(0),
    00083     const T& iw = T(1))
    00084         : x(ix), y(iy), z(iz), w(iw) {}
    00085
    00087   csVector4T (const csVector4T& v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
    00088
    00090   csVector4T (const csVector3 &v) : x(v.x), y(v.y), z(v.z), w(1.0f) {}
    00091
    00093   template<typename T2>
    00094   csVector4T& operator= (const csVector4T<T2>& other)
    00095   {
    00096     x = other.x;
    00097     y = other.y;
    00098     z = other.z;
    00099     w = other.w;
    00100     return *this;
    00101   }
    00102
    00104   csString Description() const
    00105   {
    00106     csString str;
    00107     str << x << "," << y << "," << z << "," << w;
    00108     return str;
    00109   }
    00110
    00112   inline friend csVector4T operator+ (const csVector4T& v1,
    00113     const csVector4T& v2)
    00114   { return csVector4T(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z, v1.w+v2.w); }
    00115
    00117   inline friend csVector4T operator- (const csVector4T& v1,
    00118     const csVector4T& v2)
    00119   { return csVector4T(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z, v1.w-v2.w); }
    00120
    00121
    00123   inline friend float operator* (const csVector4T& v1,
    00124     const csVector4T& v2)
    00125   { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w; }
    00126
    00128   inline friend csVector4T operator% (const csVector4T& v1,
    00129     const csVector4T& v2)
    00130   {
    00131     return csVector4T<T> (
    00132       (v1.x*v2.y-v1.y*v2.x) + (v1.x*v2.z-v1.z*v2.x) + (v1.y*v2.z-v1.z*v2.y),
    00133       (v1.z*v2.y-v1.y*v2.z) + (v1.y*v2.w-v1.w*v2.y) + (v1.z*v2.w-v1.w*v2.z),
    00134       (v1.x*v2.z-v1.z*v2.x) + (v1.w*v2.x-v1.x*v2.w) + (v1.z*v2.w-v1.w*v2.z),
    00135       (v1.y*v2.x-v1.x*v2.y) + (v1.w*v2.x-v1.x*v2.w) + (v1.w*v2.y-v1.y*v2.w) );
    00136   }
    00137
    00139   void Cross (const csVector4T & v1, const csVector4T & v2)
    00140   {
    00141     x = (v1.x*v2.y-v1.y*v2.x) + (v1.x*v2.z-v1.z*v2.x) + (v1.y*v2.z-v1.z*v2.y);
    00142     y = (v1.z*v2.y-v1.y*v2.z) + (v1.y*v2.w-v1.w*v2.y) + (v1.z*v2.w-v1.w*v2.z);
    00143     z = (v1.x*v2.z-v1.z*v2.x) + (v1.w*v2.x-v1.x*v2.w) + (v1.z*v2.w-v1.w*v2.z);
    00144     w = (v1.y*v2.x-v1.x*v2.y) + (v1.w*v2.x-v1.x*v2.w) + (v1.w*v2.y-v1.y*v2.w);
    00145   }
    00146
    00148   inline friend csVector4T operator* (const csVector4T& v, T f)
    00149   { return csVector4T(v.x*f, v.y*f, v.z*f, v.w*f); }
    00150
    00152   inline friend csVector4T operator* (float f, const csVector4T& v)
    00153   { return csVector4(v.x*f, v.y*f, v.z*f, v.w*f); }
    00154
    00156   inline friend csVector4T operator* (const csVector4T& v, int f)
    00157   { T _f = f; return v * _f; }
    00158
    00160   inline friend csVector4T operator* (int f, const csVector4T& v)
    00161   { T _f = f; return v * _f; }
    00162
    00164   inline friend csVector4T operator/ (const csVector4T& v, T f)
    00165   { f = 1.0f/f; return csVector4T(v.x*f, v.y*f, v.z*f, v.w*f); }
    00166
    00168   inline friend csVector4T operator/ (const csVector4T& v, int f)
    00169   { T _f = f; return v / _f; }
    00170
    00172   inline friend bool operator== (const csVector4T& v1, const csVector4T& v2)
    00173   { return v1.x==v2.x && v1.y==v2.y && v1.z==v2.z && v1.w==v2.w; }
    00174
    00176   inline friend bool operator!= (const csVector4T& v1, const csVector4T& v2)
    00177   { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z || v1.w!=v2.w; }
    00178
    00180   inline friend csVector4T operator>> (const csVector4T& v1, const csVector4T& v2)
    00181   { return v2*(v1*v2)/(v2*v2); }
    00182
    00184   inline friend csVector4T operator<< (const csVector4T& v1, const csVector4T& v2)
    00185   { return v1*(v1*v2)/(v1*v1); }
    00186
    00188   inline friend bool operator< (const csVector4T& v, float f)
    00189   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f && ABS(v.w)<f; }
    00190
    00192   inline friend bool operator> (float f, const csVector4T& v)
    00193   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f && ABS(v.w)<f; }
    00194
    00196 #ifdef __STRICT_ANSI__
    00197   inline float operator[] (int n) const
    00198   { return (n&2)?((n&1)?w:z):((n&1)?y:x); }
    00199 #else
    00200   inline float operator[] (int n) const { return m[n]; }
    00201 #endif
    00202
    00204 #ifdef __STRICT_ANSI__
    00205   inline float & operator[] (int n)
    00206   { return (n&2)?((n&1)?w:z):((n&1)?y:x); }
    00207 #else
    00208   inline float & operator[] (int n) { return m[n]; }
    00209 #endif
    00210
    00212   inline csVector4T& operator+= (const csVector4T& v)
    00213   {
    00214     x += v.x;
    00215     y += v.y;
    00216     z += v.z;
    00217     w += v.w;
    00218
    00219     return *this;
    00220   }
    00221
    00223   inline csVector4T& operator-= (const csVector4T& v)
    00224   {
    00225     x -= v.x;
    00226     y -= v.y;
    00227     z -= v.z;
    00228     w -= v.w;
    00229
    00230     return *this;
    00231   }
    00232
    00234   inline csVector4T& operator*= (T f)
    00235   { x *= f; y *= f; z *= f; w *= f; return *this; }
    00236
    00238   inline csVector4T& operator/= (T f)
    00239   { f = 1.0f / f; x *= f; y *= f; z *= f; w *= f; return *this; }
    00240
    00242   inline csVector4T operator+ () const { return *this; }
    00243
    00245   inline csVector4T operator- () const { return csVector4(-x,-y,-z, -w); }
    00246
    00248   inline void Set (T sx, T sy, T sz, T sw)
    00249   { x = sx; y = sy; z = sz; w = sw; }
    00250
    00252   inline void Set (csVector4T const& v) { x = v.x; y = v.y; z = v.z; w = v.w; }
    00253
    00255   inline void Set (T const* v) { x = v[0]; y = v[1]; z = v[2]; w = v[3]; }
    00256
    00258   inline void Set (T v) { x = y = z = w = v; }
    00259
    00261   inline void Get (T* v) { v[0] = x; v[1] = y; v[2] = z; v[3] = w; }
    00262
    00264   T Norm () const { return sqrtf (x * x + y * y + z * z + w * w); }
    00265
    00267   T SquaredNorm () const
    00268   { return x * x + y * y + z * z + w * w; }
    00269
    00275   csVector4T Unit () const { return (*this)/(this->Norm()); }
    00276
    00278   inline static T Norm (const csVector4T& v) { return v.Norm(); }
    00279
    00281   inline static csVector4T Unit (const csVector4T& v) { return v.Unit(); }
    00282
    00284   void Normalize ()
    00285   {
    00286     T sqlen = x * x + y * y + z * z + w * w;
    00287     if (sqlen < SMALL_EPSILON) return ;
    00288
    00289     T invlen = csQisqrt (sqlen);
    00290     *this *= invlen;
    00291   }
    00292
    00293
    00295   inline bool IsZero (T precision = SMALL_EPSILON) const
    00296   { return (ABS(x) < precision) && (ABS(y) < precision)
    00297             && (ABS(z) < precision) &&  (ABS(w) < precision);
    00298   }
    00299 };
    00300
    00304 class csVector4 : public csVector4T<float>
    00305 {
    00306 public:
    00311   csVector4 () {}
    00312
    00318   csVector4 (const float& m) : csVector4T<float> (m) {}
    00319
    00321   csVector4 (float ix, float iy, float iz = 0, float iw = 1)
    00322         : csVector4T<float> (ix, iy, iz, iw) {}
    00323
    00325   csVector4 (const csVector4& v) : csVector4T<float> (v) {}
    00326
    00328   csVector4 (const csVector4T<float>& v) : csVector4T<float> (v) {}
    00329
    00331   csVector4 (const csVector3 &v) :
    00332     csVector4T<float> (v.x, v.y, v.z, 1.0f) {}
    00333
    00335   csVector4& operator= (const csVector4T<float>& other)
    00336   {
    00337     Set (other.x, other.y, other.z, other.w);
    00338     return *this;
    00339   }
    00340
    00342   csVector4& operator= (const csVector3& other)
    00343   {
    00344     Set (other.x, other.y, other.z, 1.0f);
    00345     return *this;
    00346   }
    00347 };
    00348
    00351 #endif // __CS_VECTOR3_H__