179 lines
4.8 KiB
Plaintext
179 lines
4.8 KiB
Plaintext
#ifndef OSG_VEC4
|
|
#define OSG_VEC4 1
|
|
|
|
#include <osg/Export>
|
|
#include <math.h>
|
|
|
|
#ifdef OSG_USE_IO_DOT_H
|
|
#include <iostream.h>
|
|
#else
|
|
#include <iostream>
|
|
using namespace std;
|
|
#endif
|
|
|
|
namespace osg {
|
|
|
|
/** General purpose float quad, uses include representation
|
|
of colour coordinates.
|
|
No support yet added for float * Vec4 - is it necessary?
|
|
Need to define a non-member non-friend operator* etc.
|
|
Vec4 * float is okay
|
|
*/
|
|
class Vec4
|
|
{
|
|
public:
|
|
|
|
// Methods are defined here so that they are implicitly inlined
|
|
|
|
Vec4() {} // no operations done to maintain speed
|
|
Vec4(float x, float y, float z, float w)
|
|
{
|
|
_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
|
|
}
|
|
|
|
float _v[4];
|
|
|
|
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]; }
|
|
|
|
inline float* ptr() { return _v; }
|
|
inline const float* ptr() const { return _v; }
|
|
|
|
inline void set( float x, float y, float z, float w)
|
|
{
|
|
_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
|
|
}
|
|
|
|
inline float& operator [] (int i) { return _v[i]; }
|
|
inline float operator [] (int i) const { return _v[i]; }
|
|
|
|
inline float& x() { return _v[0]; }
|
|
inline float& y() { return _v[1]; }
|
|
inline float& z() { return _v[2]; }
|
|
inline float& w() { return _v[3]; }
|
|
|
|
inline float x() const { return _v[0]; }
|
|
inline float y() const { return _v[1]; }
|
|
inline float z() const { return _v[2]; }
|
|
inline float w() const { return _v[3]; }
|
|
|
|
/// dot product
|
|
inline float operator * (const Vec4& rhs) const
|
|
{
|
|
return _v[0]*rhs._v[0]+
|
|
_v[1]*rhs._v[1]+
|
|
_v[2]*rhs._v[2]+
|
|
_v[3]*rhs._v[3] ;
|
|
}
|
|
|
|
/// multiply by scalar
|
|
inline Vec4 operator * (const float& rhs) const
|
|
{
|
|
return Vec4(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
|
|
}
|
|
|
|
/// unary multiply by scalar
|
|
inline Vec4& operator *= (const float& rhs)
|
|
{
|
|
_v[0]*=rhs;
|
|
_v[1]*=rhs;
|
|
_v[2]*=rhs;
|
|
_v[3]*=rhs;
|
|
return *this;
|
|
}
|
|
|
|
/// divide by scalar
|
|
inline Vec4 operator / (const float& rhs) const
|
|
{
|
|
return Vec4(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
|
|
}
|
|
|
|
/// unary divide by scalar
|
|
inline Vec4& operator /= (const float& rhs)
|
|
{
|
|
_v[0]/=rhs;
|
|
_v[1]/=rhs;
|
|
_v[2]/=rhs;
|
|
_v[3]/=rhs;
|
|
return *this;
|
|
}
|
|
|
|
/// binary vector add
|
|
inline Vec4 operator + (const Vec4& rhs) const
|
|
{
|
|
return Vec4(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
|
|
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
|
|
}
|
|
|
|
/** unary vector add. Slightly more efficient because no temporary
|
|
intermediate object*/
|
|
inline Vec4& operator += (const Vec4& rhs)
|
|
{
|
|
_v[0] += rhs._v[0];
|
|
_v[1] += rhs._v[1];
|
|
_v[2] += rhs._v[2];
|
|
_v[3] += rhs._v[3];
|
|
return *this;
|
|
}
|
|
|
|
/// binary vector subract
|
|
inline Vec4 operator - (const Vec4& rhs) const
|
|
{
|
|
return Vec4(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
|
|
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
|
|
}
|
|
|
|
/// unary vector subract
|
|
inline Vec4& operator -= (const Vec4& rhs)
|
|
{
|
|
_v[0]-=rhs._v[0];
|
|
_v[1]-=rhs._v[1];
|
|
_v[2]-=rhs._v[2];
|
|
_v[3]-=rhs._v[3];
|
|
return *this;
|
|
}
|
|
|
|
/// negation operator. Returns the negative of the Vec4
|
|
inline Vec4 operator - () const
|
|
{
|
|
return Vec4 (-_v[0], -_v[1], -_v[2], -_v[3]);
|
|
}
|
|
|
|
/// Length of the vector = sqrt( vec . vec )
|
|
inline float length( void ) const
|
|
{
|
|
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3]);
|
|
}
|
|
|
|
/// Length squared of the vector = vec . vec
|
|
inline float length2( void ) const
|
|
{
|
|
return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3];
|
|
}
|
|
|
|
/** normalize the vector so that it has length unity
|
|
returns the previous length of the vector*/
|
|
inline float normalize()
|
|
{
|
|
float norm = Vec4::length();
|
|
_v[0] /= norm;
|
|
_v[1] /= norm;
|
|
_v[2] /= norm;
|
|
_v[3] /= norm;
|
|
return( norm );
|
|
}
|
|
|
|
friend inline ostream& operator << (ostream& output, const Vec4& vec)
|
|
{
|
|
output << vec._v[0] << " "
|
|
<< vec._v[1] << " "
|
|
<< vec._v[2] << " "
|
|
<< vec._v[3];
|
|
return output; // to enable cascading
|
|
}
|
|
|
|
}; // end of class Vec4
|
|
|
|
} // end of namespace osg
|
|
|
|
#endif
|