217 lines
4.6 KiB
C++
217 lines
4.6 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "Double4.h"
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#include "Double3.h"
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#include "Double2.h"
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#include "Vector4.h"
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#include "Vector2.h"
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#include "Vector3.h"
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#include "Int2.h"
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#include "Int3.h"
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#include "Int4.h"
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#include "Color.h"
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#include "Matrix.h"
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#include "Rectangle.h"
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#include "../Types/String.h"
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static_assert(sizeof(Vector4) == 16, "Invalid Vector4 type size.");
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const Vector4 Vector4::Zero(0.0f);
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const Vector4 Vector4::One(1.0f);
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const Vector4 Vector4::UnitX(1, 0, 0, 0);
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const Vector4 Vector4::UnitY(0, 1, 0, 0);
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const Vector4 Vector4::UnitZ(0, 0, 1, 0);
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const Vector4 Vector4::UnitW(0, 0, 0, 1);
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const Vector4 Vector4::Minimum(MIN_float);
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const Vector4 Vector4::Maximum(MAX_float);
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Vector4::Vector4(float xyzw[4])
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{
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Platform::MemoryCopy(Raw, xyzw, sizeof(float) * 4);
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}
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Vector4::Vector4(const Vector2& xy, float z, float w)
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: X(xy.X)
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, Y(xy.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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Vector4::Vector4(const Vector2& xy, const Vector2& zw)
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: X(xy.X)
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, Y(xy.Y)
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, Z(zw.X)
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, W(zw.Y)
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{
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}
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Vector4::Vector4(const Vector3& xyz, float w)
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: X(xyz.X)
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, Y(xyz.Y)
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, Z(xyz.Z)
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, W(w)
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{
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}
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Vector4::Vector4(const Int2& xy, float z, float w)
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: X(static_cast<float>(xy.X))
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, Y(static_cast<float>(xy.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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Vector4::Vector4(const Int3& xyz, float w)
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: X(static_cast<float>(xyz.X))
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, Y(static_cast<float>(xyz.Y))
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, Z(static_cast<float>(xyz.Z))
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, W(w)
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{
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}
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Vector4::Vector4(const Int4& xyzw)
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: X(static_cast<float>(xyzw.X))
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, Y(static_cast<float>(xyzw.Y))
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, Z(static_cast<float>(xyzw.Z))
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, W(static_cast<float>(xyzw.W))
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{
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}
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Vector4::Vector4(const Double2& xy, float z, float w)
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: X(static_cast<float>(xy.X))
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, Y(static_cast<float>(xy.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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Vector4::Vector4(const Double3& xyz, float w)
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: X(static_cast<float>(xyz.X))
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, Y(static_cast<float>(xyz.Y))
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, Z(static_cast<float>(xyz.Z))
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, W(w)
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{
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}
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Vector4::Vector4(const Double4& xyzw)
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: X(static_cast<float>(xyzw.X))
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, Y(static_cast<float>(xyzw.Y))
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, Z(static_cast<float>(xyzw.Z))
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, W(static_cast<float>(xyzw.W))
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{
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}
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Vector4::Vector4(const Color& color)
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: X(color.R)
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, Y(color.G)
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, Z(color.B)
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, W(color.A)
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{
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}
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Vector4::Vector4(const Rectangle& rect)
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: X(rect.Location.X)
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, Y(rect.Location.Y)
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, Z(rect.Size.X)
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, W(rect.Size.Y)
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{
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}
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String Vector4::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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Vector4 Vector4::Floor(const Vector4& v)
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{
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return Vector4(
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Math::Floor(v.X),
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Math::Floor(v.Y),
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Math::Floor(v.Z),
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Math::Floor(v.W)
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);
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}
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Vector4 Vector4::Frac(const Vector4& v)
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{
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return Vector4(
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v.X - (int32)v.X,
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v.Y - (int32)v.Y,
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v.Z - (int32)v.Z,
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v.W - (int32)v.W
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);
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}
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Vector4 Vector4::Round(const Vector4& v)
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{
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return Vector4(
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Math::Round(v.X),
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Math::Round(v.Y),
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Math::Round(v.Z),
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Math::Round(v.W)
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);
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}
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Vector4 Vector4::Ceil(const Vector4& v)
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{
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return Vector4(
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Math::Ceil(v.X),
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Math::Ceil(v.Y),
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Math::Ceil(v.Z),
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Math::Ceil(v.W)
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);
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}
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Vector4 Vector4::Clamp(const Vector4& value, const Vector4& min, const Vector4& max)
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{
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float x = value.X;
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x = x > max.X ? max.X : x;
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x = x < min.X ? min.X : x;
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float y = value.Y;
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y = y > max.Y ? max.Y : y;
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y = y < min.Y ? min.Y : y;
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float z = value.Z;
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z = z > max.Z ? max.Z : z;
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z = z < min.Z ? min.Z : z;
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float w = value.W;
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w = w > max.W ? max.W : w;
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w = w < min.W ? min.W : w;
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return Vector4(x, y, z, w);
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}
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void Vector4::Clamp(const Vector4& value, const Vector4& min, const Vector4& max, Vector4& result)
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{
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float x = value.X;
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x = x > max.X ? max.X : x;
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x = x < min.X ? min.X : x;
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float y = value.Y;
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y = y > max.Y ? max.Y : y;
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y = y < min.Y ? min.Y : y;
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float z = value.Z;
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z = z > max.Z ? max.Z : z;
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z = z < min.Z ? min.Z : z;
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float w = value.W;
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w = w > max.W ? max.W : w;
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w = w < min.W ? min.W : w;
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result = Vector4(x, y, z, w);
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}
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Vector4 Vector4::Transform(const Vector4& v, const Matrix& m)
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{
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return Vector4(
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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],
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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],
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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],
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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]
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);
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}
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