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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Provides an interface for a vector in R4 and allows vector and
* scalar operations on it
*/
#ifndef INCLUDED_VECTOR4D
#define INCLUDED_VECTOR4D
#include "ps/containers/Span.h"
#include <math.h>
class CVector4D
{
public:
CVector4D() : X(0.0f), Y(0.0f), Z(0.0f), W(0.0f) { }
CVector4D(float x, float y, float z, float w) : X(x), Y(y), Z(z), W(w) { }
bool operator==(const CVector4D& t) const
{
return (X == t.X && Y == t.Y && Z == t.Z && W == t.W);
}
bool operator!=(const CVector4D& t) const
{
return !(*this == t);
}
CVector4D operator-() const
{
return CVector4D(-X, -Y, -Z, -W);
}
CVector4D operator+(const CVector4D& t) const
{
return CVector4D(X+t.X, Y+t.Y, Z+t.Z, W+t.W);
}
CVector4D operator-(const CVector4D& t) const
{
return CVector4D(X-t.X, Y-t.Y, Z-t.Z, W-t.W);
}
CVector4D operator*(const CVector4D& t) const
{
return CVector4D(X*t.X, Y*t.Y, Z*t.Z, W*t.W);
}
CVector4D operator*(float f) const
{
return CVector4D(X*f, Y*f, Z*f, W*f);
}
CVector4D operator/(float f) const
{
float inv_f = 1.0f / f;
return CVector4D(X*inv_f, Y*inv_f, Z*inv_f, W*inv_f);
}
CVector4D& operator+=(const CVector4D& t)
{
X += t.X;
Y += t.Y;
Z += t.Z;
W += t.W;
return *this;
}
CVector4D& operator-=(const CVector4D& t)
{
X -= t.X;
Y -= t.Y;
Z -= t.Z;
W -= t.W;
return *this;
}
CVector4D& operator*=(const CVector4D& t)
{
X *= t.X;
Y *= t.Y;
Z *= t.Z;
W *= t.W;
return *this;
}
CVector4D& operator*=(float f)
{
X *= f;
Y *= f;
Z *= f;
W *= f;
return *this;
}
CVector4D& operator/=(float f)
{
float inv_f = 1.0f / f;
X *= inv_f;
Y *= inv_f;
Z *= inv_f;
W *= inv_f;
return *this;
}
float Dot(const CVector4D& a) const
{
return X*a.X + Y*a.Y + Z*a.Z + W*a.W;
}
// Returns 4 element array of floats, e.g. for vec4 uniforms.
PS::span<const float> AsFloatArray() const
{
// Additional check to prevent a weird compiler has a different
// alignement for an array and a class members.
static_assert(
sizeof(CVector4D) == sizeof(float) * 4u &&
offsetof(CVector4D, X) == 0 &&
offsetof(CVector4D, W) == sizeof(float) * 3u,
"CVector4D should be properly layouted to use AsFloatArray");
return PS::span<const float>(&X, 4);
}
float X, Y, Z, W;
};
#endif // INCLUDED_VECTOR4D
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