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biomed/Vectors.h
2026-02-12 10:51:02 +01:00

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///////////////////////////////////////////////////////////////////////////////
// Vectors.h
// =========
// 2D/3D/4D vectors
//
// AUTHOR: Song Ho Ahn (song.ahn@gmail.com)
// CREATED: 2007-02-14
// UPDATED: 2013-01-20
//
// Copyright (C) 2007-2013 Song Ho Ahn
///////////////////////////////////////////////////////////////////////////////
#ifndef VECTORS_H_DEF
#define VECTORS_H_DEF
#include <cmath>
#include <iostream>
struct Rectangle {
float x, y, w, h;
};
template<typename T>
struct generic_vec2
{
union {
struct {
T x;
T y;
};
struct {
T r;
T g;
};
struct {
T u;
T v;
};
};
generic_vec2() : x(0.0f), y(0.0f) {}
generic_vec2(const T& x, const T& y) : x(x), y(y) {}
inline generic_vec2 operator-() const { return {-x,-y}; }
inline generic_vec2 operator+(const generic_vec2& o) const { return {x+o.x, y+o.y}; }
inline generic_vec2 operator-(const generic_vec2& o) const { return {x-o.x, y-o.y}; }
inline generic_vec2 operator*(const generic_vec2& o) const { return {x*o.x, y*o.y}; }
inline generic_vec2 operator/(const generic_vec2& o) const { return {x/o.x, y/o.y}; }
inline generic_vec2& operator+=(const generic_vec2& o) { x+=o.x; y+=o.y; return *this; }
inline generic_vec2& operator-=(const generic_vec2& o) { x-=o.x; y-=o.y; return *this; }
inline generic_vec2& operator*=(const generic_vec2& o) { x*=o.x; y*=o.y; return *this; }
inline generic_vec2& operator/=(const generic_vec2& o) { x/=o.x; y/=o.y; return *this; }
inline generic_vec2 operator+(const T& o) const { return {x+o, y+o}; }
inline generic_vec2 operator-(const T& o) const { return {x-o, y-o}; }
inline generic_vec2 operator*(const T& o) const { return {x*o, y*o}; }
inline generic_vec2 operator/(const T& o) const { return {x/o, y/o}; }
inline generic_vec2& operator+=(const T& o) { x+=o; y+=o; return *this; }
inline generic_vec2& operator-=(const T& o) { x-=o; y-=o; return *this; }
inline generic_vec2& operator*=(const T& o) { x*=o; y*=o; return *this; }
inline generic_vec2& operator/=(const T& o) { x/=o; y/=o; return *this; }
inline bool operator==(const generic_vec2& o) const { return (x==o.x) and (y==o.y); }
inline bool operator!=(const generic_vec2& o) const { return (x!=o.x) or (y!=o.y); }
inline T operator[](int index) const { return (&x)[index]; }
inline T& operator[](int index) { return (&x)[index]; }
};
typedef generic_vec2<bool> bvec2;
typedef generic_vec2<int> ivec2;
typedef generic_vec2<unsigned> uvec2;
typedef generic_vec2<float> vec2;
template<typename T>
struct generic_vec3
{
union {
struct { T x, y, z; };
struct { T r, g, b; };
struct { T u, v, s; };
};
generic_vec3(const T& x, const T& y, const T& z) : x(x), y(y), z(z) {}
generic_vec3(const generic_vec2<T>& xy, const T& z) : x(xy.x), y(xy.y), z(z) {}
generic_vec3(const T& x, const generic_vec2<T>& yz) : x(x), y(yz.x), z(yz.y) {}
inline generic_vec3 operator-() const { return {-x,-y,-z}; }
inline generic_vec3 operator+(const generic_vec3& o) const { return {x+o.x, y+o.y, z+o.z}; }
inline generic_vec3 operator-(const generic_vec3& o) const { return {x-o.x, y-o.y, z-o.z}; }
inline generic_vec3 operator*(const generic_vec3& o) const { return {x*o.x, y*o.y, z*o.z}; }
inline generic_vec3 operator/(const generic_vec3& o) const { return {x/o.x, y/o.y, z/o.z}; }
inline generic_vec3& operator+=(const generic_vec3& o) { x+=o.x; y+=o.y; z+=o.z; return *this; }
inline generic_vec3& operator-=(const generic_vec3& o) { x-=o.x; y-=o.y; z-=o.z; return *this; }
inline generic_vec3& operator*=(const generic_vec3& o) { x*=o.x; y*=o.y; z*=o.z; return *this; }
inline generic_vec3& operator/=(const generic_vec3& o) { x/=o.x; y/=o.y; z/=o.z; return *this; }
inline generic_vec3 operator+(const T& o) const { return {x+o, y+o, z+o}; }
inline generic_vec3 operator-(const T& o) const { return {x-o, y-o, z-o}; }
inline generic_vec3 operator*(const T& o) const { return {x*o, y*o, z*o}; }
inline generic_vec3 operator/(const T& o) const { return {x/o, y/o, z/o}; }
inline generic_vec3& operator+=(const T& o) { x+=o; y+=o; z+=o; return *this; }
inline generic_vec3& operator-=(const T& o) { x-=o; y-=o; z-=o; return *this; }
inline generic_vec3& operator*=(const T& o) { x*=o; y*=o; z*=o; return *this; }
inline generic_vec3& operator/=(const T& o) { x/=o; y/=o; z/=o; return *this; }
inline bool operator==(const generic_vec3& o) const { return (x==o.x) and (y==o.y) and (z==o.z); }
inline bool operator!=(const generic_vec3& o) const { return (x!=o.x) or (y!=o.y) or (z!=o.z); }
inline T operator[](int index) const { return (&x)[index]; }
inline T& operator[](int index) { return (&x)[index]; }
};
typedef generic_vec3<bool> bvec3;
typedef generic_vec3<int> ivec3;
typedef generic_vec3<unsigned> uvec3;
typedef generic_vec3<float> vec3;
template<typename T>
struct generic_vec4
{
union {
struct { T x, y, z, w; };
struct { T r, g, b, a; };
struct { T u, v, s, t; };
};
generic_vec4() : x(0), y(0), z(0), w(0) {}
generic_vec4(const T& x,const T& y, const T& z, const T& w) : x(x), y(y), z(z), w(w) {}
generic_vec4(const generic_vec2<T>& xy, const T& z, const T& w) : x(xy.x), y(xy.y), z(z), w(w) {}
generic_vec4(const T& x, const generic_vec2<T>& yz, const T& w) : x(x), y(yz.x), z(yz.y), w(w) {}
generic_vec4(const T& x, const T& y, const generic_vec2<T>& zw) : x(x), y(y), z(zw.x), w(zw.y) {}
generic_vec4(const generic_vec2<T>& xy, const generic_vec2<T>& zw) : x(xy.x), y(xy.y), z(zw.x), w(zw.y) {}
generic_vec4(const generic_vec3<T>& xyz, const T& w) : x(xyz.x), y(xyz.y), z(xyz.z), w(w) {}
generic_vec4(const T& x, const generic_vec3<T>& yzw) : x(x), y(yzw.x), z(yzw.y), w(yzw.z) {}
inline generic_vec4 operator-() const { return {-x,-y,-z, -w}; }
inline generic_vec4 operator+(const generic_vec4& o) const { return {x+o.x, y+o.y, z+o.z, w+o.w}; }
inline generic_vec4 operator-(const generic_vec4& o) const { return {x-o.x, y-o.y, z-o.z, w-o.w}; }
inline generic_vec4 operator*(const generic_vec4& o) const { return {x*o.x, y*o.y, z*o.z, w*o.w}; }
inline generic_vec4 operator/(const generic_vec4& o) const { return {x/o.x, y/o.y, z/o.z, w/o.w}; }
inline generic_vec4& operator+=(const generic_vec4& o) { x+=o.x; y+=o.y; z+=o.z; w+=o.w; return *this; }
inline generic_vec4& operator-=(const generic_vec4& o) { x-=o.x; y-=o.y; z-=o.z; w-=o.w; return *this; }
inline generic_vec4& operator*=(const generic_vec4& o) { x*=o.x; y*=o.y; z*=o.z; w*=o.w; return *this; }
inline generic_vec4& operator/=(const generic_vec4& o) { x/=o.x; y/=o.y; z/=o.z; w/=o.w; return *this; }
inline generic_vec4 operator+(const T& o) const { return {x+o, y+o, z+o, w+o}; }
inline generic_vec4 operator-(const T& o) const { return {x-o, y-o, z-o, w-o}; }
inline generic_vec4 operator*(const T& o) const { return {x*o, y*o, z*o, w*o}; }
inline generic_vec4 operator/(const T& o) const { return {x/o, y/o, z/o, w/o}; }
inline generic_vec4& operator+=(const T& o) { x+=o; y+=o; z+=o; w+=o; return *this; }
inline generic_vec4& operator-=(const T& o) { x-=o; y-=o; z-=o; w-=o; return *this; }
inline generic_vec4& operator*=(const T& o) { x*=o; y*=o; z*=o; w*=o; return *this; }
inline generic_vec4& operator/=(const T& o) { x/=o; y/=o; z/=o; w/=o; return *this; }
inline bool operator==(const generic_vec4& o) const { return (x==o.x) and (y==o.y) and (z==o.z) and (w==o.w); }
inline bool operator!=(const generic_vec4& o) const { return (x!=o.x) or (y!=o.y) or (z!=o.z) or (w!=o.w); }
inline T operator[](int index) const { return (&x)[index]; }
inline T& operator[](int index) { return (&x)[index]; }
};
typedef generic_vec4<bool> bvec4;
typedef generic_vec4<int> ivec4;
typedef generic_vec4<unsigned> uvec4;
typedef generic_vec4<float> vec4;
typedef generic_vec4<unsigned char> ubvec4;
typedef ubvec4 Color;
///////////////////////////////////////////////////////////////////////////////
// 2D vector
///////////////////////////////////////////////////////////////////////////////
struct Vector2
{
float x;
float y;
// ctors
Vector2() : x(0), y(0) {};
Vector2(float x, float y) : x(x), y(y) {};
// utils functions
void set(float x, float y);
float length() const; //
float distance(const Vector2& vec) const; // distance between two vectors
Vector2& normalize(); //
float dot(const Vector2& vec) const; // dot product
bool equal(const Vector2& vec, float e) const; // compare with epsilon
bool inside(const Vector2& pos, const Vector2& size) const;
// operators
Vector2 operator-() const; // unary operator (negate)
Vector2 operator+(const Vector2& rhs) const; // add rhs
Vector2 operator-(const Vector2& rhs) const; // subtract rhs
Vector2& operator+=(const Vector2& rhs); // add rhs and update this object
Vector2& operator-=(const Vector2& rhs); // subtract rhs and update this object
Vector2 operator*(const float scale) const; // scale
Vector2 operator*(const Vector2& rhs) const; // multiply each element
Vector2& operator*=(const float scale); // scale and update this object
Vector2& operator*=(const Vector2& rhs); // multiply each element and update this object
Vector2 operator/(const float scale) const; // inverse scale
Vector2& operator/=(const float scale); // scale and update this object
bool operator==(const Vector2& rhs) const; // exact compare, no epsilon
bool operator!=(const Vector2& rhs) const; // exact compare, no epsilon
bool operator<(const Vector2& rhs) const; // comparison for sort
float operator[](int index) const; // subscript operator v[0], v[1]
float& operator[](int index); // subscript operator v[0], v[1]
friend Vector2 operator*(const float a, const Vector2 vec);
friend std::ostream& operator<<(std::ostream& os, const Vector2& vec);
};
///////////////////////////////////////////////////////////////////////////////
// 3D vector
///////////////////////////////////////////////////////////////////////////////
struct Vector3
{
float x;
float y;
float z;
// ctors
Vector3() : x(0), y(0), z(0) {};
Vector3(float x, float y, float z) : x(x), y(y), z(z) {};
// utils functions
void set(float x, float y, float z);
float length() const; //
float distance(const Vector3& vec) const; // distance between two vectors
Vector3& normalize(); //
float dot(const Vector3& vec) const; // dot product
Vector3 cross(const Vector3& vec) const; // cross product
bool equal(const Vector3& vec, float e) const; // compare with epsilon
// operators
Vector3 operator-() const; // unary operator (negate)
Vector3 operator+(const Vector3& rhs) const; // add rhs
Vector3 operator-(const Vector3& rhs) const; // subtract rhs
Vector3& operator+=(const Vector3& rhs); // add rhs and update this object
Vector3& operator-=(const Vector3& rhs); // subtract rhs and update this object
Vector3 operator*(const float scale) const; // scale
Vector3 operator*(const Vector3& rhs) const; // multiplay each element
Vector3& operator*=(const float scale); // scale and update this object
Vector3& operator*=(const Vector3& rhs); // product each element and update this object
Vector3 operator/(const float scale) const; // inverse scale
Vector3& operator/=(const float scale); // scale and update this object
bool operator==(const Vector3& rhs) const; // exact compare, no epsilon
bool operator!=(const Vector3& rhs) const; // exact compare, no epsilon
bool operator<(const Vector3& rhs) const; // comparison for sort
float operator[](int index) const; // subscript operator v[0], v[1]
float& operator[](int index); // subscript operator v[0], v[1]
friend Vector3 operator*(const float a, const Vector3 vec);
friend std::ostream& operator<<(std::ostream& os, const Vector3& vec);
};
///////////////////////////////////////////////////////////////////////////////
// 4D vector
///////////////////////////////////////////////////////////////////////////////
struct Vector4
{
float x;
float y;
float z;
float w;
// ctors
Vector4() : x(0), y(0), z(0), w(0) {};
Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {};
Vector4(Vector3 v, float w = 1) : x(v.x), y(v.y), z(v.z), w(w) {};
Vector4(Vector2 a, Vector2 b) : x(a.x), y(a.y), z(b.x), w(b.y) {};
// utils functions
void set(float x, float y, float z, float w);
float length() const; //
float distance(const Vector4& vec) const; // distance between two vectors
Vector4& normalize(); //
float dot(const Vector4& vec) const; // dot product
bool equal(const Vector4& vec, float e) const; // compare with epsilon
// operators
Vector4 operator-() const; // unary operator (negate)
Vector4 operator+(const Vector4& rhs) const; // add rhs
Vector4 operator-(const Vector4& rhs) const; // subtract rhs
Vector4& operator+=(const Vector4& rhs); // add rhs and update this object
Vector4& operator-=(const Vector4& rhs); // subtract rhs and update this object
Vector4 operator*(const float scale) const; // scale
Vector4 operator*(const Vector4& rhs) const; // multiply each element
Vector4& operator*=(const float scale); // scale and update this object
Vector4& operator*=(const Vector4& rhs); // multiply each element and update this object
Vector4 operator/(const float scale) const; // inverse scale
Vector4& operator/=(const float scale); // scale and update this object
bool operator==(const Vector4& rhs) const; // exact compare, no epsilon
bool operator!=(const Vector4& rhs) const; // exact compare, no epsilon
bool operator<(const Vector4& rhs) const; // comparison for sort
float operator[](int index) const; // subscript operator v[0], v[1]
float& operator[](int index); // subscript operator v[0], v[1]
Vector2 GetPosition() { return Vector2(x, y); }
Vector2 GetSize() { return Vector2(z, w); }
friend Vector4 operator*(const float a, const Vector4 vec);
friend std::ostream& operator<<(std::ostream& os, const Vector4& vec);
};
// fast math routines from Doom3 SDK
inline float invSqrt(float x)
{
float xhalf = 0.5f * x;
int i = *(int*)&x; // get bits for floating value
i = 0x5f3759df - (i>>1); // gives initial guess
x = *(float*)&i; // convert bits back to float
x = x * (1.5f - xhalf*x*x); // Newton step
return x;
}
///////////////////////////////////////////////////////////////////////////////
// inline functions for Vector2
///////////////////////////////////////////////////////////////////////////////
inline Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
inline Vector2 Vector2::operator+(const Vector2& rhs) const {
return Vector2(x+rhs.x, y+rhs.y);
}
inline Vector2 Vector2::operator-(const Vector2& rhs) const {
return Vector2(x-rhs.x, y-rhs.y);
}
inline Vector2& Vector2::operator+=(const Vector2& rhs) {
x += rhs.x; y += rhs.y; return *this;
}
inline Vector2& Vector2::operator-=(const Vector2& rhs) {
x -= rhs.x; y -= rhs.y; return *this;
}
inline Vector2 Vector2::operator*(const float a) const {
return Vector2(x*a, y*a);
}
inline Vector2 Vector2::operator*(const Vector2& rhs) const {
return Vector2(x*rhs.x, y*rhs.y);
}
inline Vector2& Vector2::operator*=(const float a) {
x *= a; y *= a; return *this;
}
inline Vector2& Vector2::operator*=(const Vector2& rhs) {
x *= rhs.x; y *= rhs.y; return *this;
}
inline Vector2 Vector2::operator/(const float a) const {
return Vector2(x/a, y/a);
}
inline Vector2& Vector2::operator/=(const float a) {
x /= a; y /= a; return *this;
}
inline bool Vector2::operator==(const Vector2& rhs) const {
return (x == rhs.x) && (y == rhs.y);
}
inline bool Vector2::operator!=(const Vector2& rhs) const {
return (x != rhs.x) || (y != rhs.y);
}
inline bool Vector2::operator<(const Vector2& rhs) const {
if(x < rhs.x) return true;
if(x > rhs.x) return false;
if(y < rhs.y) return true;
if(y > rhs.y) return false;
return false;
}
inline float Vector2::operator[](int index) const {
return (&x)[index];
}
inline float& Vector2::operator[](int index) {
return (&x)[index];
}
inline void Vector2::set(float x, float y) {
this->x = x; this->y = y;
}
inline float Vector2::length() const {
return sqrtf(x*x + y*y);
}
inline float Vector2::distance(const Vector2& vec) const {
return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y));
}
inline Vector2& Vector2::normalize() {
//@@const float EPSILON = 0.000001f;
float xxyy = x*x + y*y;
//@@if(xxyy < EPSILON)
//@@ return *this;
//float invLength = invSqrt(xxyy);
float invLength = 1.0f / sqrtf(xxyy);
x *= invLength;
y *= invLength;
return *this;
}
inline float Vector2::dot(const Vector2& rhs) const {
return (x*rhs.x + y*rhs.y);
}
inline bool Vector2::equal(const Vector2& rhs, float epsilon) const {
return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon;
}
inline bool Vector2::inside(const Vector2& pos, const Vector2& size) const {
return (x >= pos.x and y >= pos.y and x <= (pos.x+size.x) and y <= (pos.y+size.y));
}
inline Vector2 operator*(const float a, const Vector2 vec) {
return Vector2(a*vec.x, a*vec.y);
}
inline std::ostream& operator<<(std::ostream& os, const Vector2& vec) {
os << "(" << vec.x << ", " << vec.y << ")";
return os;
}
// END OF VECTOR2 /////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// inline functions for Vector3
///////////////////////////////////////////////////////////////////////////////
inline Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
inline Vector3 Vector3::operator+(const Vector3& rhs) const {
return Vector3(x+rhs.x, y+rhs.y, z+rhs.z);
}
inline Vector3 Vector3::operator-(const Vector3& rhs) const {
return Vector3(x-rhs.x, y-rhs.y, z-rhs.z);
}
inline Vector3& Vector3::operator+=(const Vector3& rhs) {
x += rhs.x; y += rhs.y; z += rhs.z; return *this;
}
inline Vector3& Vector3::operator-=(const Vector3& rhs) {
x -= rhs.x; y -= rhs.y; z -= rhs.z; return *this;
}
inline Vector3 Vector3::operator*(const float a) const {
return Vector3(x*a, y*a, z*a);
}
inline Vector3 Vector3::operator*(const Vector3& rhs) const {
return Vector3(x*rhs.x, y*rhs.y, z*rhs.z);
}
inline Vector3& Vector3::operator*=(const float a) {
x *= a; y *= a; z *= a; return *this;
}
inline Vector3& Vector3::operator*=(const Vector3& rhs) {
x *= rhs.x; y *= rhs.y; z *= rhs.z; return *this;
}
inline Vector3 Vector3::operator/(const float a) const {
return Vector3(x/a, y/a, z/a);
}
inline Vector3& Vector3::operator/=(const float a) {
x /= a; y /= a; z /= a; return *this;
}
inline bool Vector3::operator==(const Vector3& rhs) const {
return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
}
inline bool Vector3::operator!=(const Vector3& rhs) const {
return (x != rhs.x) || (y != rhs.y) || (z != rhs.z);
}
inline bool Vector3::operator<(const Vector3& rhs) const {
if(x < rhs.x) return true;
if(x > rhs.x) return false;
if(y < rhs.y) return true;
if(y > rhs.y) return false;
if(z < rhs.z) return true;
if(z > rhs.z) return false;
return false;
}
inline float Vector3::operator[](int index) const {
return (&x)[index];
}
inline float& Vector3::operator[](int index) {
return (&x)[index];
}
inline void Vector3::set(float x, float y, float z) {
this->x = x; this->y = y; this->z = z;
}
inline float Vector3::length() const {
return sqrtf(x*x + y*y + z*z);
}
inline float Vector3::distance(const Vector3& vec) const {
return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y) + (vec.z-z)*(vec.z-z));
}
inline Vector3& Vector3::normalize() {
//@@const float EPSILON = 0.000001f;
float xxyyzz = x*x + y*y + z*z;
//@@if(xxyyzz < EPSILON)
//@@ return *this; // do nothing if it is ~zero vector
//float invLength = invSqrt(xxyyzz);
float invLength = 1.0f / sqrtf(xxyyzz);
x *= invLength;
y *= invLength;
z *= invLength;
return *this;
}
inline float Vector3::dot(const Vector3& rhs) const {
return (x*rhs.x + y*rhs.y + z*rhs.z);
}
inline Vector3 Vector3::cross(const Vector3& rhs) const {
return Vector3(y*rhs.z - z*rhs.y, z*rhs.x - x*rhs.z, x*rhs.y - y*rhs.x);
}
inline bool Vector3::equal(const Vector3& rhs, float epsilon) const {
return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon && fabs(z - rhs.z) < epsilon;
}
inline Vector3 operator*(const float a, const Vector3 vec) {
return Vector3(a*vec.x, a*vec.y, a*vec.z);
}
inline std::ostream& operator<<(std::ostream& os, const Vector3& vec) {
os << "(" << vec.x << ", " << vec.y << ", " << vec.z << ")";
return os;
}
// END OF VECTOR3 /////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// inline functions for Vector4
///////////////////////////////////////////////////////////////////////////////
inline Vector4 Vector4::operator-() const {
return Vector4(-x, -y, -z, -w);
}
inline Vector4 Vector4::operator+(const Vector4& rhs) const {
return Vector4(x+rhs.x, y+rhs.y, z+rhs.z, w+rhs.w);
}
inline Vector4 Vector4::operator-(const Vector4& rhs) const {
return Vector4(x-rhs.x, y-rhs.y, z-rhs.z, w-rhs.w);
}
inline Vector4& Vector4::operator+=(const Vector4& rhs) {
x += rhs.x; y += rhs.y; z += rhs.z; w += rhs.w; return *this;
}
inline Vector4& Vector4::operator-=(const Vector4& rhs) {
x -= rhs.x; y -= rhs.y; z -= rhs.z; w -= rhs.w; return *this;
}
inline Vector4 Vector4::operator*(const float a) const {
return Vector4(x*a, y*a, z*a, w*a);
}
inline Vector4 Vector4::operator*(const Vector4& rhs) const {
return Vector4(x*rhs.x, y*rhs.y, z*rhs.z, w*rhs.w);
}
inline Vector4& Vector4::operator*=(const float a) {
x *= a; y *= a; z *= a; w *= a; return *this;
}
inline Vector4& Vector4::operator*=(const Vector4& rhs) {
x *= rhs.x; y *= rhs.y; z *= rhs.z; w *= rhs.w; return *this;
}
inline Vector4 Vector4::operator/(const float a) const {
return Vector4(x/a, y/a, z/a, w/a);
}
inline Vector4& Vector4::operator/=(const float a) {
x /= a; y /= a; z /= a; w /= a; return *this;
}
inline bool Vector4::operator==(const Vector4& rhs) const {
return (x == rhs.x) && (y == rhs.y) && (z == rhs.z) && (w == rhs.w);
}
inline bool Vector4::operator!=(const Vector4& rhs) const {
return (x != rhs.x) || (y != rhs.y) || (z != rhs.z) || (w != rhs.w);
}
inline bool Vector4::operator<(const Vector4& rhs) const {
if(x < rhs.x) return true;
if(x > rhs.x) return false;
if(y < rhs.y) return true;
if(y > rhs.y) return false;
if(z < rhs.z) return true;
if(z > rhs.z) return false;
if(w < rhs.w) return true;
if(w > rhs.w) return false;
return false;
}
inline float Vector4::operator[](int index) const {
return (&x)[index];
}
inline float& Vector4::operator[](int index) {
return (&x)[index];
}
inline void Vector4::set(float x, float y, float z, float w) {
this->x = x; this->y = y; this->z = z; this->w = w;
}
inline float Vector4::length() const {
return sqrtf(x*x + y*y + z*z + w*w);
}
inline float Vector4::distance(const Vector4& vec) const {
return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y) + (vec.z-z)*(vec.z-z) + (vec.w-w)*(vec.w-w));
}
inline Vector4& Vector4::normalize() {
//NOTE: leave w-component untouched
//@@const float EPSILON = 0.000001f;
float xxyyzz = x*x + y*y + z*z;
//@@if(xxyyzz < EPSILON)
//@@ return *this; // do nothing if it is zero vector
//float invLength = invSqrt(xxyyzz);
float invLength = 1.0f / sqrtf(xxyyzz);
x *= invLength;
y *= invLength;
z *= invLength;
return *this;
}
inline float Vector4::dot(const Vector4& rhs) const {
return (x*rhs.x + y*rhs.y + z*rhs.z + w*rhs.w);
}
inline bool Vector4::equal(const Vector4& rhs, float epsilon) const {
return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon &&
fabs(z - rhs.z) < epsilon && fabs(w - rhs.w) < epsilon;
}
inline Vector4 operator*(const float a, const Vector4 vec) {
return Vector4(a*vec.x, a*vec.y, a*vec.z, a*vec.w);
}
inline std::ostream& operator<<(std::ostream& os, const Vector4& vec) {
os << "(" << vec.x << ", " << vec.y << ", " << vec.z << ", " << vec.w << ")";
return os;
}
// END OF VECTOR4 /////////////////////////////////////////////////////////////
#endif