Files
FlaxEngine/Source/Engine/Core/Math/Vector4.h
2021-01-02 14:28:49 +01:00

528 lines
13 KiB
C++

// 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;
/// <summary>
/// Represents a four dimensional mathematical vector.
/// </summary>
API_STRUCT() struct FLAXENGINE_API Vector4
{
DECLARE_SCRIPTING_TYPE_MINIMAL(Vector4);
public:
union
{
struct
{
/// <summary>
/// The X component.
/// </summary>
API_FIELD() float X;
/// <summary>
/// The Y component.
/// </summary>
API_FIELD() float Y;
/// <summary>
/// The Z component.
/// </summary>
API_FIELD() float Z;
/// <summary>
/// The W component.
/// </summary>
API_FIELD() float W;
};
/// <summary>
/// The raw vector values (in xyzw order).
/// </summary>
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:
/// <summary>
/// Empty constructor.
/// </summary>
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);
}
/// <summary>
/// Calculates a vector with values being absolute values of that vector
/// </summary>
/// <returns>Absolute vector</returns>
Vector4 GetAbsolute() const
{
return Vector4(Math::Abs(X), Math::Abs(Y), Math::Abs(Z), Math::Abs(W));
}
/// <summary>
/// Calculates a vector with values being opposite to values of that vector
/// </summary>
/// <returns>Negative vector</returns>
Vector4 GetNegative() const
{
return Vector4(-X, -Y, -Z, -W);
}
/// <summary>
/// Returns average arithmetic of all the components
/// </summary>
/// <returns>Average arithmetic of all the components</returns>
float AverageArithmetic() const
{
return (X + Y + Z + W) * 0.25f;
}
/// <summary>
/// Gets sum of all vector components values
/// </summary>
/// <returns>Sum of X, Y, Z and W</returns>
float SumValues() const
{
return X + Y + Z + W;
}
/// <summary>
/// Returns minimum value of all the components
/// </summary>
/// <returns>Minimum value</returns>
float MinValue() const
{
return Math::Min(X, Y, Z, W);
}
/// <summary>
/// Returns maximum value of all the components
/// </summary>
/// <returns>Maximum value</returns>
float MaxValue() const
{
return Math::Max(X, Y, Z, W);
}
/// <summary>
/// Returns true if vector has one or more components is not a number (NaN)
/// </summary>
/// <returns>True if one or more components is not a number (NaN)</returns>
bool IsNaN() const
{
return isnan(X) || isnan(Y) || isnan(Z) || isnan(W);
}
/// <summary>
/// Returns true if vector has one or more components equal to +/- infinity
/// </summary>
/// <returns>True if one or more components equal to +/- infinity</returns>
bool IsInfinity() const
{
return isinf(X) || isinf(Y) || isinf(Z) || isinf(W);
}
/// <summary>
/// Returns true if vector has one or more components equal to +/- infinity or NaN
/// </summary>
/// <returns>True if one or more components equal to +/- infinity or NaN</returns>
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);
}
// <summary>
// Performs a linear interpolation between two vectors.
// </summary>
// @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<Vector4>
{
enum { Value = true };
};
DEFINE_DEFAULT_FORMATTING(Vector4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);