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3 *       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       *
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6 * Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
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22 * $Id: FXVec4d.cpp 4937 2019-03-10 19:59:30Z arthurcnorman $                         *
23 ********************************************************************************/
24 #include "xincs.h"
25 #include "fxver.h"
26 #include "fxdefs.h"
27 #include "FXHash.h"
28 #include "FXStream.h"
29 #include "FXObject.h"
30 #include "FXVec2d.h"
31 #include "FXVec3d.h"
32 #include "FXVec4d.h"
33 #include "FXQuatd.h"
34 #include "FXMat4d.h"
35 
36 
37 using namespace FX;
38 
39 /*******************************************************************************/
40 
41 namespace FX {
42 
FXVec4d(FXColor color)43 FXVec4d::FXVec4d(FXColor color){
44   x=0.003921568627*FXREDVAL(color);
45   y=0.003921568627*FXGREENVAL(color);
46   z=0.003921568627*FXBLUEVAL(color);
47   w=0.003921568627*FXALPHAVAL(color);
48   }
49 
50 
operator =(FXColor color)51 FXVec4d& FXVec4d::operator=(FXColor color){
52   x=0.003921568627*FXREDVAL(color);
53   y=0.003921568627*FXGREENVAL(color);
54   z=0.003921568627*FXBLUEVAL(color);
55   w=0.003921568627*FXALPHAVAL(color);
56   return *this;
57   }
58 
59 
operator FXColor() const60 FXVec4d::operator FXColor() const {
61   return FXRGBA((x*255.0),(y*255.0),(z*255.0),(w*255.0));
62   }
63 
64 
normalize(const FXVec4d & v)65 FXVec4d normalize(const FXVec4d& v){
66   FXdouble t=v.length();
67   if(t>0.0){ return FXVec4d(v.x/t,v.y/t,v.z/t,v.w/t); }
68   return FXVec4d(0.0,0.0,0.0,0.0);
69   }
70 
71 
72 // Compute plane equation from 3 points a,b,c
plane(const FXVec3d & a,const FXVec3d & b,const FXVec3d & c)73 FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c){
74   FXVec3d nm(normal(a,b,c));
75   return FXVec4d(nm,-(nm.x*a.x+nm.y*a.y+nm.z*a.z));
76   }
77 
78 
79 // Compute plane equation from vector and distance
plane(const FXVec3d & vec,FXdouble dist)80 FXVec4d plane(const FXVec3d& vec,FXdouble dist){
81   FXVec3d nm(normalize(vec));
82   return FXVec4d(nm,-dist);
83   }
84 
85 
86 // Compute plane equation from vector and point on plane
plane(const FXVec3d & vec,const FXVec3d & p)87 FXVec4d plane(const FXVec3d& vec,const FXVec3d& p){
88   FXVec3d nm(normalize(vec));
89   return FXVec4d(nm,-(nm.x*p.x+nm.y*p.y+nm.z*p.z));
90   }
91 
92 
93 // Compute plane equation from 4 vector
plane(const FXVec4d & vec)94 FXVec4d plane(const FXVec4d& vec){
95   FXdouble t=sqrt(vec.x*vec.x+vec.y*vec.y+vec.z*vec.z);
96   return FXVec4d(vec.x/t,vec.y/t,vec.z/t,vec.w/t);
97   }
98 
99 
100 // Signed distance normalized plane and point
distance(const FXVec3d & p) const101 FXdouble FXVec4d::distance(const FXVec3d& p) const {
102   return x*p.x+y*p.y+z*p.z+w;
103   }
104 
105 
106 // Return true if edge a-b crosses plane
crosses(const FXVec3d & a,const FXVec3d & b) const107 bool FXVec4d::crosses(const FXVec3d& a,const FXVec3d& b) const {
108   return (distance(a)>=0.0) ^ (distance(b)>=0.0);
109   }
110 
111 
112 // Vector times matrix
operator *(const FXMat4d & m) const113 FXVec4d FXVec4d::operator*(const FXMat4d& m) const {
114   return FXVec4d(x*m[0][0]+y*m[1][0]+z*m[2][0]+w*m[3][0], x*m[0][1]+y*m[1][1]+z*m[2][1]+w*m[3][1], x*m[0][2]+y*m[1][2]+z*m[2][2]+w*m[3][2], x*m[0][3]+y*m[1][3]+z*m[2][3]+w*m[3][3]);
115   }
116 
117 
118 // Save vector to stream
operator <<(FXStream & store,const FXVec4d & v)119 FXStream& operator<<(FXStream& store,const FXVec4d& v){
120   store << v.x << v.y << v.z << v.w;
121   return store;
122   }
123 
124 
125 // Load vector from stream
operator >>(FXStream & store,FXVec4d & v)126 FXStream& operator>>(FXStream& store,FXVec4d& v){
127   store >> v.x >> v.y >> v.z >> v.w;
128   return store;
129   }
130 
131 }
132