9db63dfd5d
AttributeUpdateFunctors.
195 lines
5.5 KiB
Plaintext
195 lines
5.5 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_VEC4
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#define OSG_VEC4 1
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#include <osg/Math>
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#ifdef OSG_USE_IO_DOT_H
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#include <iostream.h>
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#else
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#include <iostream>
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using namespace std;
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#endif
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namespace osg {
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/** General purpose float quad, uses include representation
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of colour coordinates.
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No support yet added for float * Vec4 - is it necessary?
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Need to define a non-member non-friend operator* etc.
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Vec4 * float is okay
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*/
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class Vec4
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{
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public:
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// Methods are defined here so that they are implicitly inlined
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Vec4() {} // no operations done to maintain speed
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Vec4(float x, float y, float z, float w)
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{
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_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
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}
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float _v[4];
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inline const bool operator == (const Vec4& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
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inline const bool operator != (const Vec4& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
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inline const bool operator < (const Vec4& v) const
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{
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if (_v[0]<v._v[0]) return true;
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else if (_v[0]>v._v[0]) return false;
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else if (_v[1]<v._v[1]) return true;
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else if (_v[1]>v._v[1]) return false;
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else if (_v[2]<v._v[2]) return true;
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else if (_v[2]>v._v[2]) return false;
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else return (_v[3]<v._v[3]);
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}
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inline float* ptr() { return _v; }
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inline const float* ptr() const { return _v; }
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inline void set( float x, float y, float z, float w)
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{
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_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
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}
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inline float& operator [] (const int i) { return _v[i]; }
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inline float operator [] (const int i) const { return _v[i]; }
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inline float& x() { return _v[0]; }
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inline float& y() { return _v[1]; }
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inline float& z() { return _v[2]; }
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inline float& w() { return _v[3]; }
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inline float x() const { return _v[0]; }
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inline float y() const { return _v[1]; }
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inline float z() const { return _v[2]; }
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inline float w() const { return _v[3]; }
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/// dot product
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inline float operator * (const Vec4& rhs) const
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{
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return _v[0]*rhs._v[0]+
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_v[1]*rhs._v[1]+
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_v[2]*rhs._v[2]+
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_v[3]*rhs._v[3] ;
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}
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/// multiply by scalar
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inline Vec4 operator * (const float& rhs) const
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{
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return Vec4(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
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}
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/// unary multiply by scalar
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inline Vec4& operator *= (const float& rhs)
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{
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_v[0]*=rhs;
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_v[1]*=rhs;
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_v[2]*=rhs;
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_v[3]*=rhs;
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return *this;
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}
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/// divide by scalar
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inline Vec4 operator / (const float& rhs) const
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{
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return Vec4(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
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}
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/// unary divide by scalar
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inline Vec4& operator /= (const float& rhs)
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{
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_v[0]/=rhs;
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_v[1]/=rhs;
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_v[2]/=rhs;
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_v[3]/=rhs;
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return *this;
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}
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/// binary vector add
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inline Vec4 operator + (const Vec4& rhs) const
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{
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return Vec4(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
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_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
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}
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/** unary vector add. Slightly more efficient because no temporary
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intermediate object*/
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inline Vec4& operator += (const Vec4& rhs)
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{
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_v[0] += rhs._v[0];
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_v[1] += rhs._v[1];
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_v[2] += rhs._v[2];
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_v[3] += rhs._v[3];
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return *this;
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}
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/// binary vector subtract
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inline Vec4 operator - (const Vec4& rhs) const
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{
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return Vec4(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
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_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
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}
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/// unary vector subtract
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inline Vec4& operator -= (const Vec4& rhs)
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{
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_v[0]-=rhs._v[0];
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_v[1]-=rhs._v[1];
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_v[2]-=rhs._v[2];
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_v[3]-=rhs._v[3];
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return *this;
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}
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/// negation operator. Returns the negative of the Vec4
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inline const Vec4 operator - () const
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{
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return Vec4 (-_v[0], -_v[1], -_v[2], -_v[3]);
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}
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/// Length of the vector = sqrt( vec . vec )
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inline const float length() const
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{
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return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3]);
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}
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/// Length squared of the vector = vec . vec
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inline const float length2() const
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{
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return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3];
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}
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/** normalize the vector so that it has length unity
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returns the previous length of the vector*/
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inline const float normalize()
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{
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float norm = Vec4::length();
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_v[0] /= norm;
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_v[1] /= norm;
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_v[2] /= norm;
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_v[3] /= norm;
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return( norm );
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}
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friend inline ostream& operator << (ostream& output, const Vec4& vec)
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{
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output << vec._v[0] << " "
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<< vec._v[1] << " "
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<< vec._v[2] << " "
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<< vec._v[3];
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return output; // to enable cascading
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}
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}; // end of class Vec4
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} // end of namespace osg
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#endif
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