1 /********************************************************************************
2 *                                                                               *
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       *
4 *                                                                               *
5 *********************************************************************************
6 * Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
7 *********************************************************************************
8 * This library is free software; you can redistribute it and/or                 *
9 * modify it under the terms of the GNU Lesser General Public                    *
10 * License as published by the Free Software Foundation; either                  *
11 * version 2.1 of the License, or (at your option) any later version.            *
12 *                                                                               *
13 * This library is distributed in the hope that it will be useful,               *
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of                *
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU             *
16 * Lesser General Public License for more details.                               *
17 *                                                                               *
18 * You should have received a copy of the GNU Lesser General Public              *
19 * License along with this library; if not, write to the Free Software           *
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
21 *********************************************************************************
22 * $Id: FXVec4d.h,v 1.27 2006/01/22 17:58:12 fox Exp $                           *
23 ********************************************************************************/
24 #ifndef FXVEC4D_H
25 #define FXVEC4D_H
26 
27 
28 namespace FX {
29 
30 
31 class FXMat4d;
32 
33 
34 /// Double-precision 4-element vector
35 class FXAPI FXVec4d {
36 public:
37   FXdouble x;
38   FXdouble y;
39   FXdouble z;
40   FXdouble w;
41 public:
42 
43   /// Default constructor
FXVec4d()44   FXVec4d(){}
45 
46   /// Initialize from another vector
FXVec4d(const FXVec4d & v)47   FXVec4d(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;}
48 
49   /// Construct with 3-vector and optional scalar
50   FXVec4d(const FXVec3d& v,FXdouble ww=1.0){x=v.x;y=v.y;z=v.z;w=ww;}
51 
52   /// Initialize from array of doubles
FXVec4d(const FXdouble v[])53   FXVec4d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];}
54 
55   /// Initialize with components
56   FXVec4d(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww=1.0){x=xx;y=yy;z=zz;w=ww;}
57 
58   /// Initialize with color
59   FXVec4d(FXColor color);
60 
61   /// Return a non-const reference to the ith element
62   FXdouble& operator[](FXint i){return (&x)[i];}
63 
64   /// Return a const reference to the ith element
65   const FXdouble& operator[](FXint i) const {return (&x)[i];}
66 
67   /// Assign color
68   FXVec4d& operator=(FXColor color);
69 
70   /// Assignment
71   FXVec4d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;w=1.0;return *this;}
72   FXVec4d& operator=(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;}
73 
74   /// Assignment from array of doubles
75   FXVec4d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;}
76 
77   /// Set value from another vector
set(const FXVec4d & v)78   FXVec4d& set(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;}
79 
80   /// Set value from array of floats
set(const FXdouble v[])81   FXVec4d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;}
82 
83   /// Set value from components
set(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww)84   FXVec4d& set(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww){x=xx;y=yy;z=zz;w=ww;return *this;}
85 
86   /// Assigning operators
87   FXVec4d& operator*=(FXdouble n){x*=n;y*=n;z*=n;w*=n;return *this;}
88   FXVec4d& operator/=(FXdouble n){x/=n;y/=n;z/=n;w/=n;return *this;}
89   FXVec4d& operator+=(const FXVec4d& v){x+=v.x;y+=v.y;z+=v.z;w+=v.w;return *this;}
90   FXVec4d& operator-=(const FXVec4d& v){x-=v.x;y-=v.y;z-=v.z;w-=v.w;return *this;}
91 
92   /// Conversion
93   operator FXdouble*(){return &x;}
94   operator const FXdouble*() const {return &x;}
95   operator FXVec3d&(){return *reinterpret_cast<FXVec3d*>(this);}
96   operator const FXVec3d&() const {return *reinterpret_cast<const FXVec3d*>(this);}
97 
98   /// Convert to color
99   operator FXColor() const;
100 
101   /// Unary
102   FXVec4d operator+() const { return *this; }
103   FXVec4d operator-() const { return FXVec4d(-x,-y,-z,-w); }
104 
105   /// Vector and vector
106   FXVec4d operator+(const FXVec4d& v) const { return FXVec4d(x+v.x,y+v.y,z+v.z,w+v.w); }
107   FXVec4d operator-(const FXVec4d& v) const { return FXVec4d(x-v.x,y-v.y,z-v.z,w-v.w); }
108 
109   /// Vector and matrix
110   FXVec4d operator*(const FXMat4d& m) const;
111 
112   /// Scaling
113   friend inline FXVec4d operator*(const FXVec4d& a,FXdouble n);
114   friend inline FXVec4d operator*(FXdouble n,const FXVec4d& a);
115   friend inline FXVec4d operator/(const FXVec4d& a,FXdouble n);
116   friend inline FXVec4d operator/(FXdouble n,const FXVec4d& a);
117 
118   /// Dot product
119   FXdouble operator*(const FXVec4d& v) const { return x*v.x+y*v.y+z*v.z+w*v.w; }
120 
121   /// Test if zero
122   bool operator!() const {return x==0.0 && y==0.0 && z==0.0 && w==0.0; }
123 
124   /// Equality tests
125   bool operator==(const FXVec4d& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; }
126   bool operator!=(const FXVec4d& v) const { return x!=v.x || y!=v.y || z!=v.z || w!=v.w; }
127 
128   friend inline bool operator==(const FXVec4d& a,FXdouble n);
129   friend inline bool operator!=(const FXVec4d& a,FXdouble n);
130   friend inline bool operator==(FXdouble n,const FXVec4d& a);
131   friend inline bool operator!=(FXdouble n,const FXVec4d& a);
132 
133   /// Inequality tests
134   bool operator<(const FXVec4d& v) const { return x<v.x && y<v.y && z<v.z && w<v.w; }
135   bool operator<=(const FXVec4d& v) const { return x<=v.x && y<=v.y && z<=v.z && w<=v.w; }
136   bool operator>(const FXVec4d& v) const { return x>v.x && y>v.y && z>v.z && w>v.w; }
137   bool operator>=(const FXVec4d& v) const { return x>=v.x && y>=v.y && z>=v.z && w>=v.w; }
138 
139   friend inline bool operator<(const FXVec4d& a,FXdouble n);
140   friend inline bool operator<=(const FXVec4d& a,FXdouble n);
141   friend inline bool operator>(const FXVec4d& a,FXdouble n);
142   friend inline bool operator>=(const FXVec4d& a,FXdouble n);
143 
144   friend inline bool operator<(FXdouble n,const FXVec4d& a);
145   friend inline bool operator<=(FXdouble n,const FXVec4d& a);
146   friend inline bool operator>(FXdouble n,const FXVec4d& a);
147   friend inline bool operator>=(FXdouble n,const FXVec4d& a);
148 
149   /// Length and square of length
length2()150   FXdouble length2() const { return x*x+y*y+z*z+w*w; }
length()151   FXdouble length() const { return sqrt(length2()); }
152 
153   /// Clamp values of vector between limits
clamp(FXdouble lo,FXdouble hi)154   FXVec4d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);w=FXCLAMP(lo,w,hi);return *this;}
155 
156   /// Lowest or highest components
157   friend inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b);
158   friend inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b);
159 
160   /// Compute normalized plane equation ax+by+cz+d=0
161   friend FXAPI FXVec4d plane(const FXVec4d& vec);
162   friend FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist);
163   friend FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p);
164   friend FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
165 
166   /// Signed distance normalized plane and point
167   FXdouble distance(const FXVec3d& p) const;
168 
169   /// Return true if edge a-b crosses plane
170   bool crosses(const FXVec3d& a,const FXVec3d& b) const;
171 
172   /// Normalize vector
173   friend FXAPI FXVec4d normalize(const FXVec4d& v);
174 
175   /// Save to a stream
176   friend FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v);
177 
178   /// Load from a stream
179   friend FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v);
180   };
181 
182 
183 inline FXVec4d operator*(const FXVec4d& a,FXdouble n){return FXVec4d(a.x*n,a.y*n,a.z*n,a.w*n);}
184 inline FXVec4d operator*(FXdouble n,const FXVec4d& a){return FXVec4d(n*a.x,n*a.y,n*a.z,n*a.w);}
185 inline FXVec4d operator/(const FXVec4d& a,FXdouble n){return FXVec4d(a.x/n,a.y/n,a.z/n,a.w/n);}
186 inline FXVec4d operator/(FXdouble n,const FXVec4d& a){return FXVec4d(n/a.x,n/a.y,n/a.z,n/a.w);}
187 
188 inline bool operator==(const FXVec4d& a,FXdouble n){return a.x==n && a.y==n && a.z==n && a.w==n;}
189 inline bool operator!=(const FXVec4d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n || a.w!=n;}
190 inline bool operator==(FXdouble n,const FXVec4d& a){return n==a.x && n==a.y && n==a.z && n==a.w;}
191 inline bool operator!=(FXdouble n,const FXVec4d& a){return n!=a.x || n!=a.y || n!=a.z || n!=a.w;}
192 
193 inline bool operator<(const FXVec4d& a,FXdouble n){return a.x<n && a.y<n && a.z<n && a.w<n;}
194 inline bool operator<=(const FXVec4d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n && a.w<=n;}
195 inline bool operator>(const FXVec4d& a,FXdouble n){return a.x>n && a.y>n && a.z>n && a.w>n;}
196 inline bool operator>=(const FXVec4d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n && a.w>=n;}
197 
198 inline bool operator<(FXdouble n,const FXVec4d& a){return n<a.x && n<a.y && n<a.z && n<a.w;}
199 inline bool operator<=(FXdouble n,const FXVec4d& a){return n<=a.x && n<=a.y && n<=a.z && n<=a.w;}
200 inline bool operator>(FXdouble n,const FXVec4d& a){return n>a.x && n>a.y && n>a.z && n>a.w;}
201 inline bool operator>=(FXdouble n,const FXVec4d& a){return n>=a.x && n>=a.y && n>=a.z && n>=a.w;}
202 
lo(const FXVec4d & a,const FXVec4d & b)203 inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z),FXMIN(a.w,b.w));}
hi(const FXVec4d & a,const FXVec4d & b)204 inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z),FXMAX(a.w,b.w));}
205 
206 extern FXAPI FXVec4d plane(const FXVec4d& vec);
207 extern FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist);
208 extern FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p);
209 extern FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
210 
211 extern FXAPI FXVec4d normalize(const FXVec4d& v);
212 
213 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v);
214 extern FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v);
215 
216 }
217 
218 #endif
219