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/*========================== begin_copyright_notice ============================
Copyright (C) 2019-2021 Intel Corporation
SPDX-License-Identifier: MIT
============================= end_copyright_notice ===========================*/
#pragma once
#include "types.h"
#include "Debug.h"
namespace iSTD
{
/*****************************************************************************\
STRUCT: iSTD::SVector4
\*****************************************************************************/
template<class Type>
struct SVector4
{
Type X;
Type Y;
Type Z;
Type W;
Type& operator[] ( const int i )
{
ASSERT( i >= 0 );
ASSERT( i <= 3 );
return( ((Type*)this)[i] );
}
const Type& operator[] ( const int i ) const
{
ASSERT( i >= 0 );
ASSERT( i <= 3 );
return( ((Type*)this)[i] );
}
bool operator == ( const SVector4& vector ) const
{
return ( ( X == vector.X ) &&
( Y == vector.Y ) &&
( Z == vector.Z ) &&
( W == vector.W ) );
}
bool operator != ( const SVector4& vector ) const
{
return ( ( X != vector.X ) ||
( Y != vector.Y ) ||
( Z != vector.Z ) ||
( W != vector.W ) );
}
};
// Specialization of iSTD::SVector4 template for Type float :
template<>
struct SVector4<float>
{
float X;
float Y;
float Z;
float W;
float& operator[] ( const int i )
{
ASSERT( i >= 0 );
ASSERT( i <= 3 );
return( ((float*)this)[i] );
}
const float& operator[] ( const int i ) const
{
ASSERT( i >= 0 );
ASSERT( i <= 3 );
return( ((float*)this)[i] );
}
bool operator == ( const SVector4<float>& vector ) const
{
return ( ( *(DWORD*)&X == *(DWORD*)&vector.X ) &&
( *(DWORD*)&Y == *(DWORD*)&vector.Y ) &&
( *(DWORD*)&Z == *(DWORD*)&vector.Z ) &&
( *(DWORD*)&W == *(DWORD*)&vector.W ) );
}
bool operator != ( const SVector4<float>& vector ) const
{
return ( ( *(DWORD*)&X != *(DWORD*)&vector.X ) ||
( *(DWORD*)&Y != *(DWORD*)&vector.Y ) ||
( *(DWORD*)&Z != *(DWORD*)&vector.Z ) ||
( *(DWORD*)&W != *(DWORD*)&vector.W ) );
}
};
/*****************************************************************************\
STRUCT: SVector3
\*****************************************************************************/
template<class Type>
struct SVector3
{
Type X;
Type Y;
Type Z;
Type& operator[] ( const int i )
{
ASSERT( i >= 0 );
ASSERT( i <= 2 );
return( ((Type*)this)[i] );
}
const Type& operator[] ( const int i ) const
{
ASSERT( i >= 0 );
ASSERT( i <= 2 );
return( ((Type*)this)[i] );
}
bool operator == ( const SVector3& vector ) const
{
return ( ( X == vector.X ) &&
( Y == vector.Y ) &&
( Z == vector.Z ) );
}
bool operator != ( const SVector3& vector ) const
{
return ( ( X != vector.X ) ||
( Y != vector.Y ) ||
( Z != vector.Z ) );
}
};
// Specialization of SVector3 template for Type float :
template<>
struct SVector3<float>
{
float X;
float Y;
float Z;
float& operator[] ( const int i )
{
ASSERT( i >= 0 );
ASSERT( i <= 2 );
return( ((float *)this)[i] );
}
const float& operator[] ( const int i ) const
{
ASSERT( i >= 0 );
ASSERT( i <= 2 );
return( ((float *)this)[i] );
}
bool operator == ( const SVector3<float>& vector ) const
{
return ( ( *(DWORD*)&X == *(DWORD*)&vector.X ) &&
( *(DWORD*)&Y == *(DWORD*)&vector.Y ) &&
( *(DWORD*)&Z == *(DWORD*)&vector.Z ) );
}
bool operator != ( const SVector3& vector ) const
{
return ( ( *(DWORD*)&X != *(DWORD*)&vector.X ) ||
( *(DWORD*)&Y != *(DWORD*)&vector.Y ) ||
( *(DWORD*)&Z != *(DWORD*)&vector.Z ) );
}
};
} // iSTD
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