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00001 /******************************************************************************** 00002 * * 00003 * D o u b l e - P r e c i s i o n 4 - E l e m e n t V e c t o r * 00004 * * 00005 ********************************************************************************* 00006 * Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. * 00007 ********************************************************************************* 00008 * This library is free software; you can redistribute it and/or * 00009 * modify it under the terms of the GNU Lesser General Public * 00010 * License as published by the Free Software Foundation; either * 00011 * version 2.1 of the License, or (at your option) any later version. * 00012 * * 00013 * This library is distributed in the hope that it will be useful, * 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * 00016 * Lesser General Public License for more details. * 00017 * * 00018 * You should have received a copy of the GNU Lesser General Public * 00019 * License along with this library; if not, write to the Free Software * 00020 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. * 00021 ********************************************************************************* 00022 * $Id: FXVec4d.h,v 1.27 2006/01/22 17:58:12 fox Exp $ * 00023 ********************************************************************************/ 00024 #ifndef FXVEC4D_H 00025 #define FXVEC4D_H 00026 00027 00028 namespace FX { 00029 00030 00031 class FXMat4d; 00032 00033 00034 /// Double-precision 4-element vector 00035 class FXAPI FXVec4d { 00036 public: 00037 FXdouble x; 00038 FXdouble y; 00039 FXdouble z; 00040 FXdouble w; 00041 public: 00042 00043 /// Default constructor 00044 FXVec4d(){} 00045 00046 /// Initialize from another vector 00047 FXVec4d(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;} 00048 00049 /// Construct with 3-vector and optional scalar 00050 FXVec4d(const FXVec3d& v,FXdouble ww=1.0){x=v.x;y=v.y;z=v.z;w=ww;} 00051 00052 /// Initialize from array of doubles 00053 FXVec4d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];} 00054 00055 /// Initialize with components 00056 FXVec4d(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww=1.0){x=xx;y=yy;z=zz;w=ww;} 00057 00058 /// Initialize with color 00059 FXVec4d(FXColor color); 00060 00061 /// Return a non-const reference to the ith element 00062 FXdouble& operator[](FXint i){return (&x)[i];} 00063 00064 /// Return a const reference to the ith element 00065 const FXdouble& operator[](FXint i) const {return (&x)[i];} 00066 00067 /// Assign color 00068 FXVec4d& operator=(FXColor color); 00069 00070 /// Assignment 00071 FXVec4d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;w=1.0;return *this;} 00072 FXVec4d& operator=(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;} 00073 00074 /// Assignment from array of doubles 00075 FXVec4d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;} 00076 00077 /// Set value from another vector 00078 FXVec4d& set(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;} 00079 00080 /// Set value from array of floats 00081 FXVec4d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;} 00082 00083 /// Set value from components 00084 FXVec4d& set(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww){x=xx;y=yy;z=zz;w=ww;return *this;} 00085 00086 /// Assigning operators 00087 FXVec4d& operator*=(FXdouble n){x*=n;y*=n;z*=n;w*=n;return *this;} 00088 FXVec4d& operator/=(FXdouble n){x/=n;y/=n;z/=n;w/=n;return *this;} 00089 FXVec4d& operator+=(const FXVec4d& v){x+=v.x;y+=v.y;z+=v.z;w+=v.w;return *this;} 00090 FXVec4d& operator-=(const FXVec4d& v){x-=v.x;y-=v.y;z-=v.z;w-=v.w;return *this;} 00091 00092 /// Conversion 00093 operator FXdouble*(){return &x;} 00094 operator const FXdouble*() const {return &x;} 00095 operator FXVec3d&(){return *reinterpret_cast<FXVec3d*>(this);} 00096 operator const FXVec3d&() const {return *reinterpret_cast<const FXVec3d*>(this);} 00097 00098 /// Convert to color 00099 operator FXColor() const; 00100 00101 /// Unary 00102 FXVec4d operator+() const { return *this; } 00103 FXVec4d operator-() const { return FXVec4d(-x,-y,-z,-w); } 00104 00105 /// Vector and vector 00106 FXVec4d operator+(const FXVec4d& v) const { return FXVec4d(x+v.x,y+v.y,z+v.z,w+v.w); } 00107 FXVec4d operator-(const FXVec4d& v) const { return FXVec4d(x-v.x,y-v.y,z-v.z,w-v.w); } 00108 00109 /// Vector and matrix 00110 FXVec4d operator*(const FXMat4d& m) const; 00111 00112 /// Scaling 00113 friend inline FXVec4d operator*(const FXVec4d& a,FXdouble n); 00114 friend inline FXVec4d operator*(FXdouble n,const FXVec4d& a); 00115 friend inline FXVec4d operator/(const FXVec4d& a,FXdouble n); 00116 friend inline FXVec4d operator/(FXdouble n,const FXVec4d& a); 00117 00118 /// Dot product 00119 FXdouble operator*(const FXVec4d& v) const { return x*v.x+y*v.y+z*v.z+w*v.w; } 00120 00121 /// Test if zero 00122 bool operator!() const {return x==0.0 && y==0.0 && z==0.0 && w==0.0; } 00123 00124 /// Equality tests 00125 bool operator==(const FXVec4d& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; } 00126 bool operator!=(const FXVec4d& v) const { return x!=v.x || y!=v.y || z!=v.z || w!=v.w; } 00127 00128 friend inline bool operator==(const FXVec4d& a,FXdouble n); 00129 friend inline bool operator!=(const FXVec4d& a,FXdouble n); 00130 friend inline bool operator==(FXdouble n,const FXVec4d& a); 00131 friend inline bool operator!=(FXdouble n,const FXVec4d& a); 00132 00133 /// Inequality tests 00134 bool operator<(const FXVec4d& v) const { return x<v.x && y<v.y && z<v.z && w<v.w; } 00135 bool operator<=(const FXVec4d& v) const { return x<=v.x && y<=v.y && z<=v.z && w<=v.w; } 00136 bool operator>(const FXVec4d& v) const { return x>v.x && y>v.y && z>v.z && w>v.w; } 00137 bool operator>=(const FXVec4d& v) const { return x>=v.x && y>=v.y && z>=v.z && w>=v.w; } 00138 00139 friend inline bool operator<(const FXVec4d& a,FXdouble n); 00140 friend inline bool operator<=(const FXVec4d& a,FXdouble n); 00141 friend inline bool operator>(const FXVec4d& a,FXdouble n); 00142 friend inline bool operator>=(const FXVec4d& a,FXdouble n); 00143 00144 friend inline bool operator<(FXdouble n,const FXVec4d& a); 00145 friend inline bool operator<=(FXdouble n,const FXVec4d& a); 00146 friend inline bool operator>(FXdouble n,const FXVec4d& a); 00147 friend inline bool operator>=(FXdouble n,const FXVec4d& a); 00148 00149 /// Length and square of length 00150 FXdouble length2() const { return x*x+y*y+z*z+w*w; } 00151 FXdouble length() const { return sqrt(length2()); } 00152 00153 /// Clamp values of vector between limits 00154 FXVec4d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);w=FXCLAMP(lo,w,hi);return *this;} 00155 00156 /// Lowest or highest components 00157 friend inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b); 00158 friend inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b); 00159 00160 /// Compute normalized plane equation ax+by+cz+d=0 00161 friend FXAPI FXVec4d plane(const FXVec4d& vec); 00162 friend FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist); 00163 friend FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p); 00164 friend FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00165 00166 /// Signed distance normalized plane and point 00167 FXdouble distance(const FXVec3d& p) const; 00168 00169 /// Return true if edge a-b crosses plane 00170 bool crosses(const FXVec3d& a,const FXVec3d& b) const; 00171 00172 /// Normalize vector 00173 friend FXAPI FXVec4d normalize(const FXVec4d& v); 00174 00175 /// Save to a stream 00176 friend FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v); 00177 00178 /// Load from a stream 00179 friend FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v); 00180 }; 00181 00182 00183 inline FXVec4d operator*(const FXVec4d& a,FXdouble n){return FXVec4d(a.x*n,a.y*n,a.z*n,a.w*n);} 00184 inline FXVec4d operator*(FXdouble n,const FXVec4d& a){return FXVec4d(n*a.x,n*a.y,n*a.z,n*a.w);} 00185 inline FXVec4d operator/(const FXVec4d& a,FXdouble n){return FXVec4d(a.x/n,a.y/n,a.z/n,a.w/n);} 00186 inline FXVec4d operator/(FXdouble n,const FXVec4d& a){return FXVec4d(n/a.x,n/a.y,n/a.z,n/a.w);} 00187 00188 inline bool operator==(const FXVec4d& a,FXdouble n){return a.x==n && a.y==n && a.z==n && a.w==n;} 00189 inline bool operator!=(const FXVec4d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n || a.w!=n;} 00190 inline bool operator==(FXdouble n,const FXVec4d& a){return n==a.x && n==a.y && n==a.z && n==a.w;} 00191 inline bool operator!=(FXdouble n,const FXVec4d& a){return n!=a.x || n!=a.y || n!=a.z || n!=a.w;} 00192 00193 inline bool operator<(const FXVec4d& a,FXdouble n){return a.x<n && a.y<n && a.z<n && a.w<n;} 00194 inline bool operator<=(const FXVec4d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n && a.w<=n;} 00195 inline bool operator>(const FXVec4d& a,FXdouble n){return a.x>n && a.y>n && a.z>n && a.w>n;} 00196 inline bool operator>=(const FXVec4d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n && a.w>=n;} 00197 00198 inline bool operator<(FXdouble n,const FXVec4d& a){return n<a.x && n<a.y && n<a.z && n<a.w;} 00199 inline bool operator<=(FXdouble n,const FXVec4d& a){return n<=a.x && n<=a.y && n<=a.z && n<=a.w;} 00200 inline bool operator>(FXdouble n,const FXVec4d& a){return n>a.x && n>a.y && n>a.z && n>a.w;} 00201 inline bool operator>=(FXdouble n,const FXVec4d& a){return n>=a.x && n>=a.y && n>=a.z && n>=a.w;} 00202 00203 inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z),FXMIN(a.w,b.w));} 00204 inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z),FXMAX(a.w,b.w));} 00205 00206 extern FXAPI FXVec4d plane(const FXVec4d& vec); 00207 extern FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist); 00208 extern FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p); 00209 extern FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00210 00211 extern FXAPI FXVec4d normalize(const FXVec4d& v); 00212 00213 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v); 00214 extern FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v); 00215 00216 } 00217 00218 #endif
Copyright © 1997-2005 Jeroen van der Zijp |