// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved. #include "Vector4.h" #include "Vector2.h" #include "Vector3.h" #include "Color.h" #include "Matrix.h" #include "Rectangle.h" #include "VectorInt.h" #include "../Types/String.h" static_assert(sizeof(Vector4) == 16, "Invalid Vector4 type size."); const Vector4 Vector4::Zero(0.0f); const Vector4 Vector4::One(1.0f); const Vector4 Vector4::UnitX(1, 0, 0, 0); const Vector4 Vector4::UnitY(0, 1, 0, 0); const Vector4 Vector4::UnitZ(0, 0, 1, 0); const Vector4 Vector4::UnitW(0, 0, 0, 1); const Vector4 Vector4::Minimum(MIN_float); const Vector4 Vector4::Maximum(MAX_float); Vector4::Vector4(float xyzw[4]) { Platform::MemoryCopy(Raw, xyzw, sizeof(float) * 4); } Vector4::Vector4(const Vector2& xy, float z, float w) : X(xy.X) , Y(xy.Y) , Z(z) , W(w) { } Vector4::Vector4(const Vector2& xy, const Vector2& zw) : X(xy.X) , Y(xy.Y) , Z(zw.X) , W(zw.Y) { } Vector4::Vector4(const Vector3& xyz, float w) : X(xyz.X) , Y(xyz.Y) , Z(xyz.Z) , W(w) { } Vector4::Vector4(const Int4& xyzw) : X((float)xyzw.X) , Y((float)xyzw.Y) , Z((float)xyzw.X) , W((float)xyzw.Y) { } Vector4::Vector4(const Color& color) : X(color.R) , Y(color.G) , Z(color.B) , W(color.A) { } Vector4::Vector4(const Rectangle& rect) : X(rect.Location.X) , Y(rect.Location.Y) , Z(rect.Size.X) , W(rect.Size.Y) { } String Vector4::ToString() const { return String::Format(TEXT("{}"), *this); } Vector4 Vector4::Floor(const Vector4& v) { return Vector4( Math::Floor(v.X), Math::Floor(v.Y), Math::Floor(v.Z), Math::Floor(v.W) ); } Vector4 Vector4::Frac(const Vector4& v) { return Vector4( v.X - (int32)v.X, v.Y - (int32)v.Y, v.Z - (int32)v.Z, v.W - (int32)v.W ); } Vector4 Vector4::Round(const Vector4& v) { return Vector4( Math::Round(v.X), Math::Round(v.Y), Math::Round(v.Z), Math::Round(v.W) ); } Vector4 Vector4::Ceil(const Vector4& v) { return Vector4( Math::Ceil(v.X), Math::Ceil(v.Y), Math::Ceil(v.Z), Math::Ceil(v.W) ); } Vector4 Vector4::Clamp(const Vector4& value, const Vector4& min, const Vector4& max) { float x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; float y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; float z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; float w = value.W; w = w > max.W ? max.W : w; w = w < min.W ? min.W : w; return Vector4(x, y, z, w); } void Vector4::Clamp(const Vector4& value, const Vector4& min, const Vector4& max, Vector4& result) { float x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; float y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; float z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; float w = value.W; w = w > max.W ? max.W : w; w = w < min.W ? min.W : w; result = Vector4(x, y, z, w); } Vector4 Vector4::Transform(const Vector4& v, const Matrix& m) { return Vector4( m.Values[0][0] * v.Raw[0] + m.Values[1][0] * v.Raw[1] + m.Values[2][0] * v.Raw[2] + m.Values[3][0] * v.Raw[3], m.Values[0][1] * v.Raw[0] + m.Values[1][1] * v.Raw[1] + m.Values[2][1] * v.Raw[2] + m.Values[3][1] * v.Raw[3], m.Values[0][2] * v.Raw[0] + m.Values[1][2] * v.Raw[1] + m.Values[2][2] * v.Raw[2] + m.Values[3][2] * v.Raw[3], m.Values[0][3] * v.Raw[0] + m.Values[1][3] * v.Raw[1] + m.Values[2][3] * v.Raw[2] + m.Values[3][3] * v.Raw[3] ); }