620 lines
16 KiB
C++
620 lines
16 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Math.h"
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#include "Mathd.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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/// Represents a four dimensional mathematical vector with 32-bit precision (per-component).
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/// </summary>
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template<typename T>
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API_STRUCT(Template) struct Vector4Base
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{
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typedef T Real;
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static FLAXENGINE_API struct ScriptingTypeInitializer TypeInitializer;
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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() T X;
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/// <summary>
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/// The Y component.
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/// </summary>
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API_FIELD() T Y;
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/// <summary>
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/// The Z component.
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/// </summary>
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API_FIELD() T Z;
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/// <summary>
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/// The W component.
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/// </summary>
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API_FIELD() T W;
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};
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/// <summary>
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/// The raw vector values (in XYZW order).
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/// </summary>
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T 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 FLAXENGINE_API const Vector4Base<T> Zero;
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// Vector with all components equal 1
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static FLAXENGINE_API const Vector4Base<T> One;
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// Vector X=1, Y=0, Z=0, W=0
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static FLAXENGINE_API const Vector4Base<T> UnitX;
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// Vector X=0, Y=1, Z=0, W=0
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static FLAXENGINE_API const Vector4Base<T> UnitY;
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// Vector X=0, Y=0, Z=1, W=0
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static FLAXENGINE_API const Vector4Base<T> UnitZ;
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// Vector X=0, Y=0, Z=0, W=1
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static FLAXENGINE_API const Vector4Base<T> UnitW;
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// Vector with all components equal maximum value.
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static FLAXENGINE_API const Vector4Base<T> Minimum;
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// Vector with all components equal minimum value.
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static FLAXENGINE_API const Vector4Base<T> 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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Vector4Base() = default;
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FORCE_INLINE Vector4Base(T 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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FORCE_INLINE explicit Vector4Base(const T* xyzw)
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: X(xyzw[0])
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, Y(xyzw[1])
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, Z(xyzw[2])
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, W(xyzw[3])
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{
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}
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FORCE_INLINE Vector4Base(T x, T y, T z, T 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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template<typename U = T, typename TEnableIf<TNot<TIsTheSame<T, U>>::Value>::Type...>
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FORCE_INLINE Vector4Base(const Vector4Base<U>& xyzw)
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: X((T)xyzw.X)
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, Y((T)xyzw.Y)
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, Z((T)xyzw.Z)
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, W((T)xyzw.W)
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{
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}
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FLAXENGINE_API explicit Vector4Base(const Float2& xy, T z = 0, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Float2& xy, const Float2& zw);
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FLAXENGINE_API explicit Vector4Base(const Float3& xyz, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Int2& xy, T z = 0, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Int3& xyz, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Double2& xy, T z = 0, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Double2& xy, const Double2& zw);
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FLAXENGINE_API explicit Vector4Base(const Double3& xyz, T w = 0);
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FLAXENGINE_API explicit Vector4Base(const Color& color);
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FLAXENGINE_API explicit Vector4Base(const Rectangle& rect);
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public:
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FLAXENGINE_API String ToString() const;
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public:
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// Gets a value indicting whether this vector is zero.
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bool IsZero() const
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{
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return Math::IsZero(X) && Math::IsZero(Y) && Math::IsZero(Z) && Math::IsZero(W);
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}
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// Gets a value indicting whether any vector component is zero.
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bool IsAnyZero() const
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{
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return Math::IsZero(X) || Math::IsZero(Y) || Math::IsZero(Z) || Math::IsZero(W);
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}
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// Gets a value indicting whether this vector is one.
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bool IsOne() const
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{
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return Math::IsOne(X) && Math::IsOne(Y) && Math::IsOne(Z) && Math::IsOne(W);
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}
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/// <summary>
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/// Returns the average arithmetic of all the components.
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/// </summary>
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T 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 the sum of all vector components values.
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/// </summary>
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T 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 the minimum value of all the components.
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/// </summary>
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T 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 the maximum value of all the components.
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/// </summary>
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T 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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/// <summary>
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/// Returns true if vector has one or more components is not a number (NaN).
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/// </summary>
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bool IsNaN() const
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{
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return isnan(X) || isnan(Y) || isnan(Z) || isnan(W);
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}
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/// <summary>
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/// Returns true if vector has one or more components equal to +/- infinity.
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/// </summary>
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bool IsInfinity() const
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{
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return isinf(X) || isinf(Y) || isinf(Z) || isinf(W);
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}
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/// <summary>
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/// Returns true if vector has one or more components equal to +/- infinity or NaN.
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/// </summary>
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bool IsNanOrInfinity() const
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{
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return IsInfinity() || IsNaN();
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}
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/// <summary>
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/// Calculates a vector with values being absolute values of that vector.
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/// </summary>
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Vector4Base GetAbsolute() const
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{
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return Vector4Base(Math::Abs(X), Math::Abs(Y), Math::Abs(Z), Math::Abs(W));
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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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Vector4Base GetNegative() const
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{
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return Vector4Base(-X, -Y, -Z, -W);
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}
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public:
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Vector4Base operator+(const Vector4Base& b) const
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{
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return Vector4Base(X + b.X, Y + b.Y, Z + b.Z, W + b.W);
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}
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Vector4Base operator-(const Vector4Base& b) const
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{
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return Vector4Base(X - b.X, Y - b.Y, Z - b.Z, W - b.W);
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}
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Vector4Base operator*(const Vector4Base& b) const
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{
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return Vector4Base(X * b.X, Y * b.Y, Z * b.Z, W * b.W);
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}
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Vector4Base operator/(const Vector4Base& b) const
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{
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return Vector4Base(X / b.X, Y / b.Y, Z / b.Z, W / b.W);
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}
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Vector4Base operator-() const
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{
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return Vector4Base(-X, -Y, -Z, -W);
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}
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Vector4Base operator+(T b) const
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{
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return Vector4Base(X + b, Y + b, Z + b, W + b);
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}
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Vector4Base operator-(T b) const
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{
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return Vector4Base(X - b, Y - b, Z - b, W - b);
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}
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Vector4Base operator*(T b) const
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{
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return Vector4Base(X * b, Y * b, Z * b, W * b);
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}
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Vector4Base operator/(T b) const
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{
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return Vector4Base(X / b, Y / b, Z / b, W / b);
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}
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Vector4Base operator+(typename TOtherFloat<T>::Type a) const
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{
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T b = (T)a;
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return Vector4Base(X + b, Y + b, Z + b, W + b);
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}
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Vector4Base operator-(typename TOtherFloat<T>::Type a) const
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{
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T b = (T)a;
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return Vector4Base(X - b, Y - b, Z - b, W - b);
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}
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Vector4Base operator*(typename TOtherFloat<T>::Type a) const
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{
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T b = (T)a;
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return Vector4Base(X * b, Y * b, Z * b, W * b);
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}
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Vector4Base operator/(typename TOtherFloat<T>::Type a) const
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{
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T b = (T)a;
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return Vector4Base(X / b, Y / b, Z / b, W / b);
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}
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Vector4Base& operator+=(const Vector4Base& b)
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{
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X += b.X;
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Y += b.Y;
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Z += b.Z;
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W += b.W;
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return *this;
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}
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Vector4Base& operator-=(const Vector4Base& b)
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{
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X -= b.X;
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Y -= b.Y;
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Z -= b.Z;
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W -= b.W;
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return *this;
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}
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Vector4Base& operator*=(const Vector4Base& b)
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{
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X *= b.X;
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Y *= b.Y;
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Z *= b.Z;
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W *= b.W;
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return *this;
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}
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Vector4Base& operator/=(const Vector4Base& b)
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{
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X /= b.X;
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Y /= b.Y;
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Z /= b.Z;
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W /= b.W;
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return *this;
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}
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Vector4Base& operator+=(T b)
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{
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X += b;
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Y += b;
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Z += b;
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W += b;
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return *this;
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}
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Vector4Base& operator-=(T b)
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{
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X -= b;
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Y -= b;
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Z -= b;
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W -= b;
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return *this;
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}
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Vector4Base& operator*=(T b)
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{
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X *= b;
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Y *= b;
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Z *= b;
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W *= b;
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return *this;
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}
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Vector4Base& operator/=(T b)
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{
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X /= b;
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Y /= b;
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Z /= b;
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W /= b;
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return *this;
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}
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bool operator==(const Vector4Base& b) const
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{
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return X == b.X && Y == b.Y && Z == b.Z && W == b.W;
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}
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bool operator!=(const Vector4Base& b) const
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{
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return X != b.X || Y != b.Y || Z != b.Z || W != b.W;
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}
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bool operator>(const Vector4Base& b) const
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{
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return X > b.X && Y > b.Y && Z > b.Z && W > b.W;
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}
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bool operator>=(const Vector4Base& b) const
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{
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return X >= b.X && Y >= b.Y && Z >= b.Z && W >= b.W;
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}
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bool operator<(const Vector4Base& b) const
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{
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return X < b.X && Y < b.Y && Z < b.Z && W < b.W;
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}
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bool operator<=(const Vector4Base& b) const
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{
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return X <= b.X && Y <= b.Y && Z <= b.Z && W <= b.W;
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}
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public:
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static bool NearEqual(const Vector4Base& a, const Vector4Base& b)
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{
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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);
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}
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static bool NearEqual(const Vector4Base& a, const Vector4Base& b, T epsilon)
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{
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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);
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}
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public:
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static void Add(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
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{
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result = Vector4Base(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 void Subtract(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
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{
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result = Vector4Base(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 void Multiply(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
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{
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result = Vector4Base(a.X * b, a.Y * b, a.Z * b, a.W * b);
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}
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static void Divide(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
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{
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result = Vector4Base(a.X / b.X, a.Y / b.Y, a.Z / b.Z, a.W / b.W);
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}
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public:
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static Vector4Base Mod(const Vector4Base& a, const Vector4Base& b)
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{
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return Vector4Base(Math::Mod(a.X, b.X), Math::Mod(a.Y, b.Y), Math::Mod(a.Z, b.Z), Math::Mod(a.W, b.W));
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}
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static Vector4Base Floor(const Vector4Base& v)
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{
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return Vector4Base(Math::Floor(v.X), Math::Floor(v.Y), Math::Floor(v.Z), Math::Floor(v.W));
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}
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static Vector4Base Frac(const Vector4Base& v)
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{
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return Vector4Base(v.X - (int32)v.X, v.Y - (int32)v.Y, v.Z - (int32)v.Z, v.W - (int32)v.W);
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}
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static Vector4Base Round(const Vector4Base& v)
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{
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return Vector4Base(Math::Round(v.X), Math::Round(v.Y), Math::Round(v.Z), Math::Round(v.W));
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}
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static Vector4Base Ceil(const Vector4Base& v)
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{
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return Vector4Base(Math::Ceil(v.X), Math::Ceil(v.Y), Math::Ceil(v.Z), Math::Ceil(v.W));
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}
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static Vector4Base Abs(const Vector4Base& v)
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{
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return Vector4Base(Math::Abs(v.X), Math::Abs(v.Y), Math::Abs(v.Z), Math::Abs(v.W));
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}
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public:
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// Restricts a value to be within a specified range
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// @param v The value to clamp
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// @param min The minimum value,
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// @param max The maximum value
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// @returns Clamped value
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static Vector4Base Clamp(const Vector4Base& v, const Vector4Base& min, const Vector4Base& max)
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{
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Vector4Base result;
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Clamp(v, min, max, result);
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return result;
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}
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// Restricts a value to be within a specified range
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// @param v The value to clamp
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// @param min The minimum value,
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// @param max The maximum value
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// @param result When the method completes, contains the clamped value
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static void Clamp(const Vector4Base& v, const Vector4Base& min, const Vector4Base& max, Vector4Base& result)
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{
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result = Vector4Base(Math::Clamp(v.X, min.X, max.X), Math::Clamp(v.Y, min.Y, max.Y), Math::Clamp(v.Z, min.Z, max.Z), Math::Clamp(v.W, min.W, max.W));
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}
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// Performs a linear interpolation between two vectors
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// @param start Start vector
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// @param end End vector
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// @param amount Value between 0 and 1 indicating the weight of end
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// @param result When the method completes, contains the linear interpolation of the two vectors
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static void Lerp(const Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& result)
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{
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result.X = Math::Lerp(start.X, end.X, amount);
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result.Y = Math::Lerp(start.Y, end.Y, amount);
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result.Z = Math::Lerp(start.Z, end.Z, amount);
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result.W = Math::Lerp(start.W, end.W, amount);
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}
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// <summary>
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// Performs a linear interpolation between two vectors.
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// </summary>
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// @param start Start vector,
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// @param end End vector,
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// @param amount Value between 0 and 1 indicating the weight of @paramref end"/>,
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// @returns The linear interpolation of the two vectors
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static Vector4Base Lerp(const Vector4Base& start, const Vector4Base& end, T amount)
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{
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Vector4Base result;
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Lerp(start, end, amount, result);
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return result;
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}
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FLAXENGINE_API static Vector4Base Transform(const Vector4Base& v, const Matrix& m);
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};
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template<typename T>
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inline Vector4Base<T> operator+(T a, const Vector4Base<T>& b)
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{
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return b + a;
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}
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template<typename T>
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inline Vector4Base<T> operator-(T a, const Vector4Base<T>& b)
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{
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return Vector4Base<T>(a) - b;
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}
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template<typename T>
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inline Vector4Base<T> operator*(T a, const Vector4Base<T>& b)
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{
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return b * a;
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}
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template<typename T>
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inline Vector4Base<T> operator/(T a, const Vector4Base<T>& b)
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{
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return Vector4Base<T>(a) / b;
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}
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template<typename T>
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inline Vector4Base<T> operator+(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
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{
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return b + a;
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}
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template<typename T>
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inline Vector4Base<T> operator-(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
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{
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return Vector4Base<T>(a) - b;
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}
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template<typename T>
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inline Vector4Base<T> operator*(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
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{
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return b * a;
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}
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template<typename T>
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inline Vector4Base<T> operator/(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
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{
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return Vector4Base<T>(a) / b;
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}
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namespace Math
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{
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template<typename T>
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FORCE_INLINE static bool NearEqual(const Vector4Base<T>& a, const Vector4Base<T>& b)
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{
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return Vector4Base<T>::NearEqual(a, b);
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}
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}
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template<>
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struct TIsPODType<Float4>
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{
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enum { Value = true };
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};
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DEFINE_DEFAULT_FORMATTING(Float4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);
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template<>
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struct TIsPODType<Double4>
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{
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enum { Value = true };
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};
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DEFINE_DEFAULT_FORMATTING(Double4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);
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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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#if !defined(_MSC_VER) || defined(__clang__)
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// Forward specializations for Clang
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template<> FLAXENGINE_API const Float4 Float4::Zero;
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template<> FLAXENGINE_API const Float4 Float4::One;
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template<> FLAXENGINE_API const Float4 Float4::UnitX;
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template<> FLAXENGINE_API const Float4 Float4::UnitY;
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template<> FLAXENGINE_API const Float4 Float4::UnitZ;
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template<> FLAXENGINE_API const Float4 Float4::UnitW;
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template<> FLAXENGINE_API const Float4 Float4::Minimum;
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template<> FLAXENGINE_API const Float4 Float4::Maximum;
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template<> FLAXENGINE_API ScriptingTypeInitializer Float4::TypeInitializer;
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template<> FLAXENGINE_API const Double4 Double4::Zero;
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template<> FLAXENGINE_API const Double4 Double4::One;
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template<> FLAXENGINE_API const Double4 Double4::UnitX;
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template<> FLAXENGINE_API const Double4 Double4::UnitY;
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template<> FLAXENGINE_API const Double4 Double4::UnitZ;
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template<> FLAXENGINE_API const Double4 Double4::UnitW;
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template<> FLAXENGINE_API const Double4 Double4::Minimum;
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template<> FLAXENGINE_API const Double4 Double4::Maximum;
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template<> FLAXENGINE_API ScriptingTypeInitializer Double4::TypeInitializer;
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template<> FLAXENGINE_API const Int4 Int4::Zero;
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template<> FLAXENGINE_API const Int4 Int4::One;
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template<> FLAXENGINE_API const Int4 Int4::UnitX;
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template<> FLAXENGINE_API const Int4 Int4::UnitY;
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template<> FLAXENGINE_API const Int4 Int4::UnitZ;
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template<> FLAXENGINE_API const Int4 Int4::UnitW;
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template<> FLAXENGINE_API const Int4 Int4::Minimum;
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template<> FLAXENGINE_API const Int4 Int4::Maximum;
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template<> FLAXENGINE_API ScriptingTypeInitializer Int4::TypeInitializer;
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#endif
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