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FlaxEngine/Source/Engine/Core/Math/Int4.h

135 lines
2.5 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Math.h"
#include "Engine/Core/Formatting.h"
#include "Engine/Core/Templates.h"
struct Vector2;
struct Vector3;
struct Vector4;
/// <summary>
/// Four-components vector (32 bit integer type).
/// </summary>
API_STRUCT(InBuild) struct FLAXENGINE_API Int4
{
public:
union
{
struct
{
// X component
int32 X;
// Y component
int32 Y;
// Z component
int32 Z;
// W component
int32 W;
};
// Raw values
int32 Raw[4];
};
public:
// Vector with all components equal 0
static const Int4 Zero;
// Vector with all components equal 1
static const Int4 One;
public:
/// <summary>
/// Empty constructor.
/// </summary>
Int4()
{
}
// Init
// @param xy Value to assign to the all components
Int4(int32 xyzw)
: X(xyzw)
, Y(xyzw)
, Z(xyzw)
, W(xyzw)
{
}
// Init
// @param x X component value
// @param y Y component value
// @param z Z component value
// @param w W component value
Int4(int32 x, int32 y, int32 z, int32 w)
: X(x)
, Y(y)
, Z(z)
, W(w)
{
}
// Init
// @param v Vector to use X, Y, Z and W components
explicit Int4(const Vector4& v);
public:
String ToString() const;
public:
/// <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>
int32 SumValues() const
{
return X + Y + Z + W;
}
/// <summary>
/// Returns minimum value of all the components
/// </summary>
/// <returns>Minimum value</returns>
int32 MinValue() const
{
return Math::Min(X, Y, Z, W);
}
/// <summary>
/// Returns maximum value of all the components
/// </summary>
/// <returns>Maximum value</returns>
int32 MaxValue() const
{
return Math::Max(X, Y, Z, W);
}
};
template<>
struct TIsPODType<Int4>
{
enum { Value = true };
};
DEFINE_DEFAULT_FORMATTING(Int4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);