// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #pragma once #include "Engine/Platform/Platform.h" #include "Engine/Core/Formatting.h" #include "Engine/Core/Templates.h" #include "Math.h" struct Vector2; struct Vector3; struct Color; struct Matrix; struct Rectangle; class String; /// /// Represents a four dimensional mathematical vector. /// API_STRUCT() struct FLAXENGINE_API Vector4 { DECLARE_SCRIPTING_TYPE_MINIMAL(Vector4); public: union { struct { /// /// The X component. /// API_FIELD() float X; /// /// The Y component. /// API_FIELD() float Y; /// /// The Z component. /// API_FIELD() float Z; /// /// The W component. /// API_FIELD() float W; }; /// /// The raw vector values (in xyzw order). /// float Raw[4]; }; public: // Vector with all components equal 0 static const Vector4 Zero; // Vector with all components equal 1 static const Vector4 One; // Vector X=1, Y=0, Z=0, W=0 static const Vector4 UnitX; // Vector X=0, Y=1, Z=0, W=0 static const Vector4 UnitY; // Vector X=0, Y=0, Z=1, W=0 static const Vector4 UnitZ; // Vector X=0, Y=0, Z=0, W=1 static const Vector4 UnitW; // A minimum Vector4 static const Vector4 Minimum; // A maximum Vector4 static const Vector4 Maximum; public: /// /// Empty constructor. /// Vector4() { } // Init // @param xyzw Value to assign to the all components Vector4(float xyzw) : X(xyzw) , Y(xyzw) , Z(xyzw) , W(xyzw) { } // Init // @param xyzw Values to assign explicit Vector4(float xyzw[4]); // Init // @param x X component value // @param y Y component value // @param z Z component value // @param w W component value Vector4(float x, float y, float z, float w) : X(x) , Y(y) , Z(z) , W(w) { } // Init // @param xy X and Y values in the vector // @param z Z component value // @param w W component value Vector4(const Vector2& xy, float z, float w); // Init // @param xy X and Y values in the vector // @param zw Z and W values in the vector // @param z Z component value // @param w W component value Vector4(const Vector2& xy, const Vector2& zw); // Init // @param xyz X, Y and Z values in the vector // @param w W component value Vector4(const Vector3& xyz, float w); // Init // @param color Int4 value explicit Vector4(const Int4& xyzw); // Init // @param color Color value explicit Vector4(const Color& color); // Init // @param rect Rectangle value explicit Vector4(const Rectangle& rect); public: String ToString() const; public: // Gets a value indicting whether this vector is zero bool IsZero() const { return Math::IsZero(X) && Math::IsZero(Y) && Math::IsZero(Z) && Math::IsZero(W); } // Gets a value indicting whether any vector component is zero bool IsAnyZero() const { return Math::IsZero(X) || Math::IsZero(Y) || Math::IsZero(Z) || Math::IsZero(W); } // Gets a value indicting whether this vector is one bool IsOne() const { return Math::IsOne(X) && Math::IsOne(Y) && Math::IsOne(Z) && Math::IsOne(W); } /// /// Calculates a vector with values being absolute values of that vector /// /// Absolute vector Vector4 GetAbsolute() const { return Vector4(Math::Abs(X), Math::Abs(Y), Math::Abs(Z), Math::Abs(W)); } /// /// Calculates a vector with values being opposite to values of that vector /// /// Negative vector Vector4 GetNegative() const { return Vector4(-X, -Y, -Z, -W); } /// /// Returns average arithmetic of all the components /// /// Average arithmetic of all the components float AverageArithmetic() const { return (X + Y + Z + W) * 0.25f; } /// /// Gets sum of all vector components values /// /// Sum of X, Y, Z and W float SumValues() const { return X + Y + Z + W; } /// /// Returns minimum value of all the components /// /// Minimum value float MinValue() const { return Math::Min(X, Y, Z, W); } /// /// Returns maximum value of all the components /// /// Maximum value float MaxValue() const { return Math::Max(X, Y, Z, W); } /// /// Returns true if vector has one or more components is not a number (NaN) /// /// True if one or more components is not a number (NaN) bool IsNaN() const { return isnan(X) || isnan(Y) || isnan(Z) || isnan(W); } /// /// Returns true if vector has one or more components equal to +/- infinity /// /// True if one or more components equal to +/- infinity bool IsInfinity() const { return isinf(X) || isinf(Y) || isinf(Z) || isinf(W); } /// /// Returns true if vector has one or more components equal to +/- infinity or NaN /// /// True if one or more components equal to +/- infinity or NaN bool IsNanOrInfinity() const { return IsInfinity() || IsNaN(); } public: // Arithmetic operators with Vector4 inline Vector4 operator+(const Vector4& b) const { return Add(*this, b); } inline Vector4 operator-(const Vector4& b) const { return Subtract(*this, b); } inline Vector4 operator*(const Vector4& b) const { return Multiply(*this, b); } inline Vector4 operator/(const Vector4& b) const { return Divide(*this, b); } // op= operators with Vector4 inline Vector4& operator+=(const Vector4& b) { *this = Add(*this, b); return *this; } inline Vector4& operator-=(const Vector4& b) { *this = Subtract(*this, b); return *this; } inline Vector4& operator*=(const Vector4& b) { *this = Multiply(*this, b); return *this; } inline Vector4& operator/=(const Vector4& b) { *this = Divide(*this, b); return *this; } // Arithmetic operators with float inline Vector4 operator+(float b) const { return Add(*this, b); } inline Vector4 operator-(float b) const { return Subtract(*this, b); } inline Vector4 operator*(float b) const { return Multiply(*this, b); } inline Vector4 operator/(float b) const { return Divide(*this, b); } // op= operators with float inline Vector4& operator+=(float b) { *this = Add(*this, b); return *this; } inline Vector4& operator-=(float b) { *this = Subtract(*this, b); return *this; } inline Vector4& operator*=(float b) { *this = Multiply(*this, b); return *this; } inline Vector4& operator/=(float b) { *this = Divide(*this, b); return *this; } // Comparison inline bool operator==(const Vector4& b) const { return X == b.X && Y == b.Y && Z == b.Z && W == b.W; } inline bool operator!=(const Vector4& b) const { return X != b.X || Y != b.Y || Z != b.Z || W != b.W; } inline bool operator>(const Vector4& b) const { return X > b.X && Y > b.Y && Z > b.Z && W > b.W; } inline bool operator>=(const Vector4& b) const { return X >= b.X && Y >= b.Y && Z >= b.Z && W >= b.W; } inline bool operator<(const Vector4& b) const { return X < b.X && Y < b.Y && Z < b.Z && W < b.W; } inline bool operator<=(const Vector4& b) const { return X <= b.X && Y <= b.Y && Z <= b.Z && W <= b.W; } public: static bool NearEqual(const Vector4& a, const Vector4& b) { return Math::NearEqual(a.X, b.X) && Math::NearEqual(a.Y, b.Y) && Math::NearEqual(a.Z, b.Z) && Math::NearEqual(a.W, b.W); } static bool NearEqual(const Vector4& a, const Vector4& b, float epsilon) { return Math::NearEqual(a.X, b.X, epsilon) && Math::NearEqual(a.Y, b.Y, epsilon) && Math::NearEqual(a.Z, b.Z, epsilon) && Math::NearEqual(a.W, b.W, epsilon); } public: static void Add(const Vector4& a, const Vector4& b, Vector4& result) { result.X = a.X + b.X; result.Y = a.Y + b.Y; result.Z = a.Z + b.Z; result.W = a.W + b.W; } static Vector4 Add(const Vector4& a, const Vector4& b) { Vector4 result; Add(a, b, result); return result; } static void Subtract(const Vector4& a, const Vector4& b, Vector4& result) { result.X = a.X - b.X; result.Y = a.Y - b.Y; result.Z = a.Z - b.Z; result.W = a.W - b.W; } static Vector4 Subtract(const Vector4& a, const Vector4& b) { Vector4 result; Subtract(a, b, result); return result; } static Vector4 Multiply(const Vector4& a, const Vector4& b) { return Vector4(a.X * b.X, a.Y * b.Y, a.Z * b.Z, a.W * b.W); } static Vector4 Multiply(const Vector4& a, float b) { return Vector4(a.X * b, a.Y * b, a.Z * b, a.W * b); } static Vector4 Divide(const Vector4& a, const Vector4& b) { return Vector4(a.X / b.X, a.Y / b.Y, a.Z / b.Z, a.W / b.W); } static Vector4 Divide(const Vector4& a, float b) { return Vector4(a.X / b, a.Y / b, a.Z / b, a.W / b); } static Vector4 Floor(const Vector4& v); static Vector4 Frac(const Vector4& v); static Vector4 Round(const Vector4& v); static Vector4 Ceil(const Vector4& v); public: // Restricts a value to be within a specified range // @param value The value to clamp // @param min The minimum value, // @param max The maximum value // @returns Clamped value static Vector4 Clamp(const Vector4& value, const Vector4& min, const Vector4& max); // Restricts a value to be within a specified range // @param value The value to clamp // @param min The minimum value, // @param max The maximum value // @param result When the method completes, contains the clamped value static void Clamp(const Vector4& value, const Vector4& min, const Vector4& max, Vector4& result); // Performs a linear interpolation between two vectors // @param start Start vector // @param end End vector // @param amount Value between 0 and 1 indicating the weight of end // @param result When the method completes, contains the linear interpolation of the two vectors static void Lerp(const Vector4& start, const Vector4& end, float amount, Vector4& result) { result.X = Math::Lerp(start.X, end.X, amount); result.Y = Math::Lerp(start.Y, end.Y, amount); result.Z = Math::Lerp(start.Z, end.Z, amount); result.W = Math::Lerp(start.W, end.W, amount); } // // Performs a linear interpolation between two vectors. // // @param start Start vector, // @param end End vector, // @param amount Value between 0 and 1 indicating the weight of @paramref end"/>, // @returns The linear interpolation of the two vectors static Vector4 Lerp(const Vector4& start, const Vector4& end, float amount) { Vector4 result; Lerp(start, end, amount, result); return result; } static Vector4 Transform(const Vector4& v, const Matrix& m); }; inline Vector4 operator+(float a, const Vector4& b) { return b + a; } inline Vector4 operator-(float a, const Vector4& b) { return Vector4(a) - b; } inline Vector4 operator*(float a, const Vector4& b) { return b * a; } inline Vector4 operator/(float a, const Vector4& b) { return Vector4(a) / b; } namespace Math { FORCE_INLINE static bool NearEqual(const Vector4& a, const Vector4& b) { return Vector4::NearEqual(a, b); } } template<> struct TIsPODType { enum { Value = true }; }; DEFINE_DEFAULT_FORMATTING(Vector4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);