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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef FLOAT4_H
#define FLOAT4_H
#include "System/float3.h"
#include "System/creg/creg_cond.h"
/** Float3 with a fourth data member, which is basically unused but required
to be able to pass data into e.g. OpenGL functions that expect
an array of 4 floats. */
struct float4 : public float3
{
CR_DECLARE_STRUCT(float4)
union {
struct { float w; };
struct { float a; };
struct { float y2; };
struct { float q; };
struct { float yend; };
};
float4();
float4(const float3& f, const float w = 0.0f): float3(f), w(w) {}
float4(const float* f): float3(f[0], f[1], f[2]), w(f[3]) {}
float4(const float x, const float y, const float z, const float w = 0.0f): float3(x, y, z), w(w) {}
float4 operator * (const float4& f) const { return {x * f.x, y * f.y, z * f.z, w * f.w}; }
float4 operator + (const float4& f) const { return {x + f.x, y + f.y, z + f.z, w + f.w}; }
float4 operator - (const float4& f) const { return {x - f.x, y - f.y, z - f.z, w - f.w}; }
float4 operator * (float s) const { return {x * s, y * s, z * s, w * s}; }
float4 operator / (float s) const { return ((*this) * (1.0f / s)); }
float4& operator = (const float f[4]) {
x = f[0]; y = f[1];
z = f[2]; w = f[3];
return *this;
}
float4& operator = (const float3& f) {
x = f.x;
y = f.y;
z = f.z;
return *this;
}
float4& operator += (const float4& f) {
x += f.x; y += f.y;
z += f.z; w += f.w;
return *this;
}
float4& operator -= (const float4& f) {
x -= f.x; y -= f.y;
z -= f.z; w -= f.w;
return *this;
}
float4& operator *= (const float4& f) {
x *= f.x; y *= f.y;
z *= f.z; w *= f.w;
return *this;
}
#if 0
float4 operator + (const float3& f) const { return float4(x + f.x, y + f.y, z + f.z, w); }
float4 operator - (const float3& f) const { return float4(x - f.x, y - f.y, z - f.z, w); }
inline float4& operator += (const float3& f) {
x += f.x;
y += f.y;
z += f.z;
return *this;
}
inline float4& operator -= (const float3& f) {
x -= f.x;
y -= f.y;
z -= f.z;
return *this;
}
#endif
// (in)equality tests between float4 and float3 ignore the w-component
bool operator == (const float3& f) const { return (this->float3::operator == (f)); }
bool operator != (const float3& f) const { return (this->float3::operator != (f)); }
bool operator == (const float4& f) const;
bool operator != (const float4& f) const { return !(*this == f); }
float4& fromFloat3(const float f[3]) {
x = f[0];
y = f[1];
z = f[2];
return *this;
}
float dot4(const float4& f) const {
return (x * f.x) + (y * f.y) + (z * f.z) + (w * f.w);
}
/// Allows implicit conversion to float* (for passing to gl functions)
operator const float* () const { return reinterpret_cast<const float*>(&x); }
operator float* () { return reinterpret_cast< float*>(&x); }
};
#endif /* FLOAT4_H */
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