425 lines
9.5 KiB
C++
425 lines
9.5 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Math.h"
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#include "Engine/Core/Formatting.h"
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#include "Engine/Core/Templates.h"
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/// <summary>
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/// Four-components vector (32 bit integer type).
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/// </summary>
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API_STRUCT() struct FLAXENGINE_API Int4
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(Int4);
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public:
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union
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{
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struct
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{
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/// <summary>
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/// The X component.
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/// </summary>
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API_FIELD() int32 X;
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/// <summary>
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/// The Y component.
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/// </summary>
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API_FIELD() int32 Y;
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/// <summary>
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/// The Z component.
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/// </summary>
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API_FIELD() int32 Z;
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/// <summary>
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/// The W component.
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/// </summary>
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API_FIELD() int32 W;
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};
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// Raw values
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int32 Raw[4];
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};
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public:
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// Vector with all components equal 0
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static const Int4 Zero;
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// Vector with all components equal 1
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static const Int4 One;
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// A minimum Int4
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static const Int4 Minimum;
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// A maximum Int4
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static const Int4 Maximum;
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public:
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/// <summary>
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/// Empty constructor.
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/// </summary>
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Int4()
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{
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}
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// Init
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// @param xy Value to assign to the all components
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Int4(int32 xyzw)
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: X(xyzw)
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, Y(xyzw)
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, Z(xyzw)
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, W(xyzw)
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{
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}
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// Init
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// @param x X component value
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// @param y Y component value
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// @param z Z component value
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// @param w W component value
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Int4(int32 x, int32 y, int32 z, int32 w)
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: X(x)
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, Y(y)
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, Z(z)
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, W(w)
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{
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}
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// Init
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// @param v Int2 to use X and Y components
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// @param z Z component value
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// @param w W component value
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Int4(const Int2& xy, int32 z, int32 w);
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// Init
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// @param v Int3 to use X , Y and Z components
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// @param w W component value
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Int4(const Int3& xyz, int32 w);
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// Init
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// @param v Vector2 to use X and Y components
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// @param z Z component value
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// @param w W component value
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explicit Int4(const Vector2& xy, int32 z, int32 w);
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// Init
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// @param v Vector3 to use X , Y and Z components
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// @param w W component value
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explicit Int4(const Vector3& xyz, int32 w);
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// Init
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// @param v Vector to use X, Y, Z and W components
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explicit Int4(const Vector4& xyzw);
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public:
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String ToString() const;
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public:
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// Arithmetic operators with Int2
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Int4 operator+(const Int4& b) const
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{
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return Add(*this, b);
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}
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Int4 operator-(const Int4& b) const
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{
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return Subtract(*this, b);
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}
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Int4 operator*(const Int4& b) const
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{
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return Multiply(*this, b);
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}
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Int4 operator/(const Int4& b) const
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{
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return Divide(*this, b);
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}
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Int4 operator-() const
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{
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return Int4(-X, -Y, -Z, -W);
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}
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// op= operators with Int2
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Int4& operator+=(const Int4& b)
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{
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*this = Add(*this, b);
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return *this;
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}
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Int4& operator-=(const Int4& b)
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{
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*this = Subtract(*this, b);
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return *this;
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}
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Int4& operator*=(const Int4& b)
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{
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*this = Multiply(*this, b);
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return *this;
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}
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Int4& operator/=(const Int4& b)
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{
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*this = Divide(*this, b);
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return *this;
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}
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// Arithmetic operators with int32
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Int4 operator+(int32 b) const
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{
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return Add(*this, b);
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}
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Int4 operator-(int32 b) const
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{
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return Subtract(*this, b);
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}
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Int4 operator*(int32 b) const
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{
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return Multiply(*this, b);
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}
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Int4 operator/(int32 b) const
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{
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return Divide(*this, b);
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}
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// op= operators with int32
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Int4& operator+=(int32 b)
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{
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*this = Add(*this, b);
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return *this;
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}
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Int4& operator-=(int32 b)
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{
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*this = Subtract(*this, b);
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return *this;
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}
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Int4& operator*=(int32 b)
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{
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*this = Multiply(*this, b);
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return *this;
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}
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Int4& operator/=(int32 b)
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{
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*this = Divide(*this, b);
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return *this;
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}
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// Comparison operators
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bool operator==(const Int4& b) const
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{
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return X == b.X && Y == b.Y;
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}
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bool operator!=(const Int4& b) const
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{
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return X != b.X || Y != b.Y;
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}
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bool operator>(const Int4& b) const
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{
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return X > b.X && Y > b.Y;
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}
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bool operator>=(const Int4& b) const
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{
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return X >= b.X && Y >= b.Y;
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}
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bool operator<(const Int4& b) const
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{
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return X < b.X && Y < b.Y;
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}
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bool operator<=(const Int4& b) const
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{
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return X <= b.X && Y <= b.Y;
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}
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public:
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static void Add(const Int4& a, const Int4& b, Int4& result)
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{
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result.X = a.X + b.X;
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result.Y = a.Y + b.Y;
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result.Z = a.Z + b.Z;
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result.W = a.W + b.W;
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}
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static Int4 Add(const Int4& a, const Int4& b)
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{
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Int4 result;
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Add(a, b, result);
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return result;
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}
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static void Subtract(const Int4& a, const Int4& b, Int4& result)
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{
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result.X = a.X - b.X;
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result.Y = a.Y - b.Y;
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result.Z = a.Z - b.Z;
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result.W = a.W - b.W;
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}
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static Int4 Subtract(const Int4& a, const Int4& b)
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{
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Int4 result;
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Subtract(a, b, result);
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return result;
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}
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static Int4 Multiply(const Int4& a, const Int4& b)
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{
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return Int4(a.X * b.X, a.Y * b.Y, a.Z * b.Z, a.W * b.W);
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}
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static Int4 Multiply(const Int4& a, int32 b)
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{
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return Int4(a.X * b, a.Y * b, a.Z * b, a.W * b);
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}
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static Int4 Divide(const Int4& a, const Int4& b)
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{
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return Int4(a.X / b.X, a.Y / b.Y, a.Z / b.Z, a.W / b.W);
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}
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static Int4 Divide(const Int4& a, int32 b)
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{
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return Int4(a.X / b, a.Y / b, a.Z / b, a.Y / b);
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}
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public:
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/// <summary>
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/// Gets a value indicting whether this vector is zero.
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/// </summary>
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/// <returns> True if the vector is zero, otherwise false.</returns>
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bool IsZero() const
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{
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return X == 0 && Y == 0 && Z == 0 && W == 0;
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}
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/// <summary>
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/// Gets a value indicting whether any vector component is zero.
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/// </summary>
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/// <returns> True if a component is zero, otherwise false.</returns>
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bool IsAnyZero() const
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{
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return X == 0 || Y == 0 || Z == 0 || W == 0;
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}
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/// <summary>
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/// Gets a value indicting whether this vector is one.
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/// </summary>
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/// <returns> True if the vector is one, otherwise false.</returns>
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bool IsOne() const
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{
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return X == 1 && Y == 1 && Z == 1 && W == 1;
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}
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/// <summary>
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/// Calculates a vector with values being opposite to values of that vector
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/// </summary>
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/// <returns>Negative vector</returns>
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Int4 GetNegative() const
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{
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return Int4(-X, -Y, -Z, -W);
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}
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/// <summary>
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/// Returns average arithmetic of all the components
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/// </summary>
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/// <returns>Average arithmetic of all the components</returns>
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float AverageArithmetic() const
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{
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return (X + Y + Z + W) * 0.25f;
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}
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/// <summary>
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/// Gets sum of all vector components values
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/// </summary>
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/// <returns>Sum of X, Y, Z and W</returns>
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int32 SumValues() const
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{
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return X + Y + Z + W;
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}
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/// <summary>
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/// Returns minimum value of all the components
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/// </summary>
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/// <returns>Minimum value</returns>
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int32 MinValue() const
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{
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return Math::Min(X, Y, Z, W);
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}
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/// <summary>
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/// Returns maximum value of all the components
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/// </summary>
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/// <returns>Maximum value</returns>
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int32 MaxValue() const
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{
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return Math::Max(X, Y, Z, W);
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}
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// Returns a vector containing the largest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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static Int4 Max(const Int4& a, const Int4& b)
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{
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return Int4(a.X > b.X ? a.X : b.X, a.Y > b.Y ? a.Y : b.Y, a.Z > b.Z ? a.Z : b.Z, a.W > b.W ? a.W : b.W);
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}
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// Returns a vector containing the smallest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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static Int4 Min(const Int4& a, const Int4& b)
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{
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return Int4(a.X < b.X ? a.X : b.X, a.Y < b.Y ? a.Y : b.Y, a.Z < b.Z ? a.Z : b.Z, a.W < b.W ? a.W : b.W);
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}
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// Returns a vector containing the largest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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// @param result When the method completes, contains an new vector composed of the largest components of the source vectors
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static void Max(const Int4& a, const Int4& b, Int4& result)
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{
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result = Int4(a.X > b.X ? a.X : b.X, a.Y > b.Y ? a.Y : b.Y, a.Z > b.Z ? a.Z : b.Z, a.W > b.W ? a.W : b.W);
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}
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// Returns a vector containing the smallest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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// @param result When the method completes, contains an new vector composed of the smallest components of the source vectors
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static void Min(const Int4& a, const Int4& b, Int4& result)
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{
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result = Int4(a.X < b.X ? a.X : b.X, a.Y < b.Y ? a.Y : b.Y, a.Z < b.Z ? a.Z : b.Z, a.W < b.W ? a.W : b.W);
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}
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};
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template<>
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struct TIsPODType<Int4>
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{
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enum { Value = true };
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};
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DEFINE_DEFAULT_FORMATTING(Int4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);
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