Files
FlaxEngine/Source/Engine/Core/Math/Vector4.cpp
2021-01-12 19:17:08 +01:00

172 lines
3.6 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "Vector4.h"
#include "Vector2.h"
#include "Vector3.h"
#include "Color.h"
#include "Matrix.h"
#include "Rectangle.h"
#include "Int4.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]
);
}