Files
FlaxEngine/Source/Engine/Core/Math/Vector4.h
2023-12-02 15:29:49 +03:00

629 lines
17 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Math.h"
#include "Mathd.h"
#include "Engine/Core/Formatting.h"
#include "Engine/Core/Templates.h"
/// <summary>
/// Represents a four dimensional mathematical vector with 32-bit precision (per-component).
/// </summary>
template<typename T>
API_STRUCT(Template) struct Vector4Base
{
typedef T Real;
static FLAXENGINE_API struct ScriptingTypeInitializer TypeInitializer;
union
{
struct
{
/// <summary>
/// The X component.
/// </summary>
API_FIELD() T X;
/// <summary>
/// The Y component.
/// </summary>
API_FIELD() T Y;
/// <summary>
/// The Z component.
/// </summary>
API_FIELD() T Z;
/// <summary>
/// The W component.
/// </summary>
API_FIELD() T W;
};
/// <summary>
/// The raw vector values (in XYZW order).
/// </summary>
T Raw[4];
};
public:
// Vector with all components equal 0
static FLAXENGINE_API const Vector4Base<T> Zero;
// Vector with all components equal 1
static FLAXENGINE_API const Vector4Base<T> One;
// Vector with all components equal 0.5
static FLAXENGINE_API const Vector4Base<T> Half;
// Vector X=1, Y=0, Z=0, W=0
static FLAXENGINE_API const Vector4Base<T> UnitX;
// Vector X=0, Y=1, Z=0, W=0
static FLAXENGINE_API const Vector4Base<T> UnitY;
// Vector X=0, Y=0, Z=1, W=0
static FLAXENGINE_API const Vector4Base<T> UnitZ;
// Vector X=0, Y=0, Z=0, W=1
static FLAXENGINE_API const Vector4Base<T> UnitW;
// Vector with all components equal maximum value.
static FLAXENGINE_API const Vector4Base<T> Minimum;
// Vector with all components equal minimum value.
static FLAXENGINE_API const Vector4Base<T> Maximum;
public:
/// <summary>
/// Empty constructor.
/// </summary>
Vector4Base() = default;
FORCE_INLINE Vector4Base(T xyzw)
: X(xyzw)
, Y(xyzw)
, Z(xyzw)
, W(xyzw)
{
}
FORCE_INLINE explicit Vector4Base(const T* xyzw)
: X(xyzw[0])
, Y(xyzw[1])
, Z(xyzw[2])
, W(xyzw[3])
{
}
FORCE_INLINE Vector4Base(T x, T y, T z, T w)
: X(x)
, Y(y)
, Z(z)
, W(w)
{
}
template<typename U = T, typename TEnableIf<TNot<TIsTheSame<T, U>>::Value>::Type...>
FORCE_INLINE Vector4Base(const Vector4Base<U>& xyzw)
: X((T)xyzw.X)
, Y((T)xyzw.Y)
, Z((T)xyzw.Z)
, W((T)xyzw.W)
{
}
FLAXENGINE_API explicit Vector4Base(const Float2& xy, T z = 0, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Float2& xy, const Float2& zw);
FLAXENGINE_API explicit Vector4Base(const Float3& xyz, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Int2& xy, T z = 0, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Int3& xyz, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Double2& xy, T z = 0, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Double2& xy, const Double2& zw);
FLAXENGINE_API explicit Vector4Base(const Double3& xyz, T w = 0);
FLAXENGINE_API explicit Vector4Base(const Color& color);
FLAXENGINE_API explicit Vector4Base(const Rectangle& rect);
public:
FLAXENGINE_API 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>
/// Returns the average arithmetic of all the components.
/// </summary>
T AverageArithmetic() const
{
return (X + Y + Z + W) * 0.25f;
}
/// <summary>
/// Gets the sum of all vector components values.
/// </summary>
T SumValues() const
{
return X + Y + Z + W;
}
/// <summary>
/// Returns the minimum value of all the components.
/// </summary>
T MinValue() const
{
return Math::Min(X, Y, Z, W);
}
/// <summary>
/// Returns the maximum value of all the components.
/// </summary>
T 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>
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>
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>
bool IsNanOrInfinity() const
{
return IsInfinity() || IsNaN();
}
/// <summary>
/// Calculates a vector with values being absolute values of that vector.
/// </summary>
Vector4Base GetAbsolute() const
{
return Vector4Base(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>
Vector4Base GetNegative() const
{
return Vector4Base(-X, -Y, -Z, -W);
}
public:
Vector4Base operator+(const Vector4Base& b) const
{
return Vector4Base(X + b.X, Y + b.Y, Z + b.Z, W + b.W);
}
Vector4Base operator-(const Vector4Base& b) const
{
return Vector4Base(X - b.X, Y - b.Y, Z - b.Z, W - b.W);
}
Vector4Base operator*(const Vector4Base& b) const
{
return Vector4Base(X * b.X, Y * b.Y, Z * b.Z, W * b.W);
}
Vector4Base operator/(const Vector4Base& b) const
{
return Vector4Base(X / b.X, Y / b.Y, Z / b.Z, W / b.W);
}
Vector4Base operator-() const
{
return Vector4Base(-X, -Y, -Z, -W);
}
Vector4Base operator+(T b) const
{
return Vector4Base(X + b, Y + b, Z + b, W + b);
}
Vector4Base operator-(T b) const
{
return Vector4Base(X - b, Y - b, Z - b, W - b);
}
Vector4Base operator*(T b) const
{
return Vector4Base(X * b, Y * b, Z * b, W * b);
}
Vector4Base operator/(T b) const
{
return Vector4Base(X / b, Y / b, Z / b, W / b);
}
Vector4Base operator+(typename TOtherFloat<T>::Type a) const
{
T b = (T)a;
return Vector4Base(X + b, Y + b, Z + b, W + b);
}
Vector4Base operator-(typename TOtherFloat<T>::Type a) const
{
T b = (T)a;
return Vector4Base(X - b, Y - b, Z - b, W - b);
}
Vector4Base operator*(typename TOtherFloat<T>::Type a) const
{
T b = (T)a;
return Vector4Base(X * b, Y * b, Z * b, W * b);
}
Vector4Base operator/(typename TOtherFloat<T>::Type a) const
{
T b = (T)a;
return Vector4Base(X / b, Y / b, Z / b, W / b);
}
Vector4Base& operator+=(const Vector4Base& b)
{
X += b.X;
Y += b.Y;
Z += b.Z;
W += b.W;
return *this;
}
Vector4Base& operator-=(const Vector4Base& b)
{
X -= b.X;
Y -= b.Y;
Z -= b.Z;
W -= b.W;
return *this;
}
Vector4Base& operator*=(const Vector4Base& b)
{
X *= b.X;
Y *= b.Y;
Z *= b.Z;
W *= b.W;
return *this;
}
Vector4Base& operator/=(const Vector4Base& b)
{
X /= b.X;
Y /= b.Y;
Z /= b.Z;
W /= b.W;
return *this;
}
Vector4Base& operator+=(T b)
{
X += b;
Y += b;
Z += b;
W += b;
return *this;
}
Vector4Base& operator-=(T b)
{
X -= b;
Y -= b;
Z -= b;
W -= b;
return *this;
}
Vector4Base& operator*=(T b)
{
X *= b;
Y *= b;
Z *= b;
W *= b;
return *this;
}
Vector4Base& operator/=(T b)
{
X /= b;
Y /= b;
Z /= b;
W /= b;
return *this;
}
bool operator==(const Vector4Base& b) const
{
return X == b.X && Y == b.Y && Z == b.Z && W == b.W;
}
bool operator!=(const Vector4Base& b) const
{
return X != b.X || Y != b.Y || Z != b.Z || W != b.W;
}
bool operator>(const Vector4Base& b) const
{
return X > b.X && Y > b.Y && Z > b.Z && W > b.W;
}
bool operator>=(const Vector4Base& b) const
{
return X >= b.X && Y >= b.Y && Z >= b.Z && W >= b.W;
}
bool operator<(const Vector4Base& b) const
{
return X < b.X && Y < b.Y && Z < b.Z && W < b.W;
}
bool operator<=(const Vector4Base& b) const
{
return X <= b.X && Y <= b.Y && Z <= b.Z && W <= b.W;
}
public:
static bool NearEqual(const Vector4Base& a, const Vector4Base& 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 Vector4Base& a, const Vector4Base& b, T 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 Vector4Base& a, const Vector4Base& b, Vector4Base& result)
{
result = Vector4Base(a.X + b.X, a.Y + b.Y, a.Z + b.Z, a.W + b.W);
}
static void Subtract(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
{
result = Vector4Base(a.X - b.X, a.Y - b.Y, a.Z - b.Z, a.W - b.W);
}
static void Multiply(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
{
result = Vector4Base(a.X * b, a.Y * b, a.Z * b, a.W * b);
}
static void Divide(const Vector4Base& a, const Vector4Base& b, Vector4Base& result)
{
result = Vector4Base(a.X / b.X, a.Y / b.Y, a.Z / b.Z, a.W / b.W);
}
public:
static Vector4Base Mod(const Vector4Base& a, const Vector4Base& b)
{
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));
}
static Vector4Base Floor(const Vector4Base& v)
{
return Vector4Base(Math::Floor(v.X), Math::Floor(v.Y), Math::Floor(v.Z), Math::Floor(v.W));
}
static Vector4Base Frac(const Vector4Base& v)
{
return Vector4Base(v.X - (int32)v.X, v.Y - (int32)v.Y, v.Z - (int32)v.Z, v.W - (int32)v.W);
}
static Vector4Base Round(const Vector4Base& v)
{
return Vector4Base(Math::Round(v.X), Math::Round(v.Y), Math::Round(v.Z), Math::Round(v.W));
}
static Vector4Base Ceil(const Vector4Base& v)
{
return Vector4Base(Math::Ceil(v.X), Math::Ceil(v.Y), Math::Ceil(v.Z), Math::Ceil(v.W));
}
static Vector4Base Abs(const Vector4Base& v)
{
return Vector4Base(Math::Abs(v.X), Math::Abs(v.Y), Math::Abs(v.Z), Math::Abs(v.W));
}
public:
// Restricts a value to be within a specified range
// @param v The value to clamp
// @param min The minimum value,
// @param max The maximum value
// @returns Clamped value
static Vector4Base Clamp(const Vector4Base& v, const Vector4Base& min, const Vector4Base& max)
{
Vector4Base result;
Clamp(v, min, max, result);
return result;
}
// Restricts a value to be within a specified range
// @param v 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 Vector4Base& v, const Vector4Base& min, const Vector4Base& max, Vector4Base& result)
{
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));
}
// 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 Vector4Base& start, const Vector4Base& end, T amount, Vector4Base& 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 Vector4Base Lerp(const Vector4Base& start, const Vector4Base& end, T amount)
{
Vector4Base result;
Lerp(start, end, amount, result);
return result;
}
FLAXENGINE_API static Vector4Base Transform(const Vector4Base& v, const Matrix& m);
};
template<typename T>
inline Vector4Base<T> operator+(T a, const Vector4Base<T>& b)
{
return b + a;
}
template<typename T>
inline Vector4Base<T> operator-(T a, const Vector4Base<T>& b)
{
return Vector4Base<T>(a) - b;
}
template<typename T>
inline Vector4Base<T> operator*(T a, const Vector4Base<T>& b)
{
return b * a;
}
template<typename T>
inline Vector4Base<T> operator/(T a, const Vector4Base<T>& b)
{
return Vector4Base<T>(a) / b;
}
template<typename T>
inline Vector4Base<T> operator+(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
{
return b + a;
}
template<typename T>
inline Vector4Base<T> operator-(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
{
return Vector4Base<T>(a) - b;
}
template<typename T>
inline Vector4Base<T> operator*(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
{
return b * a;
}
template<typename T>
inline Vector4Base<T> operator/(typename TOtherFloat<T>::Type a, const Vector4Base<T>& b)
{
return Vector4Base<T>(a) / b;
}
template<typename T>
inline uint32 GetHash(const Vector4Base<T>& key)
{
return (((((*(uint32*)&key.X * 397) ^ *(uint32*)&key.Y) * 397) ^ *(uint32*)&key.Z) * 397) ^*(uint32*)&key.W;
}
namespace Math
{
template<typename T>
FORCE_INLINE static bool NearEqual(const Vector4Base<T>& a, const Vector4Base<T>& b)
{
return Vector4Base<T>::NearEqual(a, b);
}
}
template<>
struct TIsPODType<Float4>
{
enum { Value = true };
};
DEFINE_DEFAULT_FORMATTING(Float4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.W);
template<>
struct TIsPODType<Double4>
{
enum { Value = true };
};
DEFINE_DEFAULT_FORMATTING(Double4, "X:{0} Y:{1} Z:{2} W:{3}", v.X, v.Y, v.Z, v.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);
#if !defined(_MSC_VER) || defined(__clang__)
// Forward specializations for Clang
template<> FLAXENGINE_API const Float4 Float4::Zero;
template<> FLAXENGINE_API const Float4 Float4::One;
template<> FLAXENGINE_API const Float4 Float4::UnitX;
template<> FLAXENGINE_API const Float4 Float4::UnitY;
template<> FLAXENGINE_API const Float4 Float4::UnitZ;
template<> FLAXENGINE_API const Float4 Float4::UnitW;
template<> FLAXENGINE_API const Float4 Float4::Minimum;
template<> FLAXENGINE_API const Float4 Float4::Maximum;
template<> FLAXENGINE_API ScriptingTypeInitializer Float4::TypeInitializer;
template<> FLAXENGINE_API const Double4 Double4::Zero;
template<> FLAXENGINE_API const Double4 Double4::One;
template<> FLAXENGINE_API const Double4 Double4::UnitX;
template<> FLAXENGINE_API const Double4 Double4::UnitY;
template<> FLAXENGINE_API const Double4 Double4::UnitZ;
template<> FLAXENGINE_API const Double4 Double4::UnitW;
template<> FLAXENGINE_API const Double4 Double4::Minimum;
template<> FLAXENGINE_API const Double4 Double4::Maximum;
template<> FLAXENGINE_API ScriptingTypeInitializer Double4::TypeInitializer;
template<> FLAXENGINE_API const Int4 Int4::Zero;
template<> FLAXENGINE_API const Int4 Int4::One;
template<> FLAXENGINE_API const Int4 Int4::UnitX;
template<> FLAXENGINE_API const Int4 Int4::UnitY;
template<> FLAXENGINE_API const Int4 Int4::UnitZ;
template<> FLAXENGINE_API const Int4 Int4::UnitW;
template<> FLAXENGINE_API const Int4 Int4::Minimum;
template<> FLAXENGINE_API const Int4 Int4::Maximum;
template<> FLAXENGINE_API ScriptingTypeInitializer Int4::TypeInitializer;
#endif