1 /* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */ 2 3 #ifndef FLOAT4_H 4 #define FLOAT4_H 5 6 #include "System/float3.h" 7 #include "System/creg/creg_cond.h" 8 9 /** Float3 with a fourth data member, which is basically unused but required 10 to be able to pass data into e.g. OpenGL functions that expect 11 an array of 4 floats. */ 12 struct float4 : public float3 13 { 14 CR_DECLARE_STRUCT(float4) 15 16 union { 17 struct { float w; }; 18 struct { float a; }; 19 struct { float y2; }; 20 struct { float q; }; 21 struct { float yend; }; 22 }; 23 24 float4(); float3float425 float4(const float3& f, const float w = 0.0f): float3(f), w(w) {} float4float426 float4(const float* f): float3(f[0], f[1], f[2]), w(f[3]) {} float3float427 float4(const float x, const float y, const float z, const float w = 0.0f): float3(x, y, z), w(w) {} 28 29 inline float4& operator= (const float f[4]) { 30 x = f[0]; y = f[1]; 31 z = f[2]; w = f[3]; 32 return *this; 33 } 34 35 inline float4& operator= (const float3& f) { 36 x = f.x; 37 y = f.y; 38 z = f.z; 39 return *this; 40 } 41 42 inline float4& operator= (const float4& f) { 43 x = f.x; y = f.y; 44 z = f.z; w = f.w; 45 return *this; 46 } 47 48 49 inline float4& operator += (const float4& f) { 50 x += f.x; y += f.y; 51 z += f.z; w += f.w; 52 return *this; 53 } 54 inline float4& operator -= (const float4& f) { 55 x -= f.x; y -= f.y; 56 z -= f.z; w -= f.w; 57 return *this; 58 } 59 inline float4& operator *= (const float4& f) { 60 x *= f.x; y *= f.y; 61 z *= f.z; w *= f.w; 62 return *this; 63 } 64 #if 0 65 inline float4 operator + (const float3& f) const { return float4(x + f.x, y + f.y, z + f.z, w); } 66 inline float4 operator - (const float3& f) const { return float4(x - f.x, y - f.y, z - f.z, w); } 67 68 inline float4& operator += (const float3& f) { 69 x += f.x; 70 y += f.y; 71 z += f.z; 72 return *this; 73 } 74 inline float4& operator -= (const float3& f) { 75 x -= f.x; 76 y -= f.y; 77 z -= f.z; 78 return *this; 79 } 80 #endif 81 82 // (in)equality tests between float4 and float3 ignore the w-component 83 inline bool operator == (const float3& f) const { return (this->float3::operator == (f)); } 84 inline bool operator != (const float3& f) const { return (this->float3::operator != (f)); } 85 86 inline bool operator == (const float4& f) const { 87 return math::fabs(x - f.x) <= math::fabs(float3::CMP_EPS * x) 88 && math::fabs(y - f.y) <= math::fabs(float3::CMP_EPS * y) 89 && math::fabs(z - f.z) <= math::fabs(float3::CMP_EPS * z) 90 && math::fabs(w - f.w) <= math::fabs(float3::CMP_EPS * w); 91 } 92 93 inline bool operator != (const float4& f) const { 94 return !(*this == f); 95 } 96 97 dot4float498 inline float dot4(const float4& f) const { 99 return (x * f.x) + (y * f.y) + (z * f.z) + (w * f.w); 100 } 101 102 /// Allows implicit conversion to float* (for passing to gl functions) 103 operator const float* () const { return reinterpret_cast<const float*>(&x); } 104 operator float* () { return reinterpret_cast<float*>(&x); } 105 }; 106 107 #endif /* FLOAT4_H */ 108