Simple Vector Library 1.5 http://www.cs.cmu.edu/~ajw/doc/svl.html
Diff: Vec4.h
- Revision:
- 0:785cff1e5a7c
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Vec4.h Mon Jan 04 15:19:10 2016 +0000 @@ -0,0 +1,386 @@ +/* + File: Vec4.h + + Function: Defines a length-4 vector. + + Author(s): Andrew Willmott + + Copyright: (c) 1995-2001, Andrew Willmott + */ + +#ifndef __Vec4__ +#define __Vec4__ + +#include "Vec3.h" + + +// --- Vec4 Class ------------------------------------------------------------- + +class Vec4 +{ +public: + + // Constructors + + Vec4(); + Vec4(Real x, Real y, Real z, Real w); // [x, y, z, w] + Vec4(const Vec4 &v); // Copy constructor + Vec4(const Vec3 &v, Real w); // Hom. 3D vector + Vec4(ZeroOrOne k); + Vec4(Axis k); + + // Accessor functions + + Int Elts() const { return(4); }; + + Real &operator [] (Int i); + const Real &operator [] (Int i) const; + + Real *Ref() const; // Return pointer to data + + // Assignment operators + + Vec4 &operator = (const Vec4 &a); + Vec4 &operator = (ZeroOrOne k); + Vec4 &operator = (Axis k); + Vec4 &operator += (const Vec4 &a); + Vec4 &operator -= (const Vec4 &a); + Vec4 &operator *= (const Vec4 &a); + Vec4 &operator *= (Real s); + Vec4 &operator /= (const Vec4 &a); + Vec4 &operator /= (Real s); + + // Comparison operators + + Bool operator == (const Vec4 &a) const; // v == a ? + Bool operator != (const Vec4 &a) const; // v != a ? + + // Arithmetic operators + + Vec4 operator + (const Vec4 &a) const; // v + a + Vec4 operator - (const Vec4 &a) const; // v - a + Vec4 operator - () const; // -v + Vec4 operator * (const Vec4 &a) const; // v * a (vx * ax, ...) + Vec4 operator * (Real s) const; // v * s + Vec4 operator / (const Vec4 &a) const; // v / a (vx / ax, ...) + Vec4 operator / (Real s) const; // v / s + + + // Initialisers + + Vec4 &MakeZero(); // Zero vector + Vec4 &MakeUnit(Int i, Real k = vl_one); // kI[i] + Vec4 &MakeBlock(Real k = vl_one); // All-k vector + + Vec4 &Normalise(); // normalise vector + + // Private... + +protected: + + Real elt[4]; +}; + + +// --- Vec operators ---------------------------------------------------------- + +inline Vec4 operator * (Real s, const Vec4 &v); // Left mult. by s +inline Real dot(const Vec4 &a, const Vec4 &b); // v . a +inline Real len(const Vec4 &v); // || v || +inline Real sqrlen(const Vec4 &v); // v . v +inline Vec4 norm(const Vec4 &v); // v / || v || +inline Void normalise(Vec4 &v); // v = norm(v) +Vec4 cross(const Vec4 &a, const Vec4 &b, const Vec4 &c); + // 4D cross prod. +Vec3 proj(const Vec4 &v); // hom. projection + +//std::ostream &operator << (std::ostream &s, const Vec4 &v); +//std::istream &operator >> (std::istream &s, Vec4 &v); + +inline void printVec4(const Vec4 &v); + + +// --- Inlines ---------------------------------------------------------------- + +inline Real &Vec4::operator [] (Int i) +{ + CheckRange(i, 0, 4, "(Vec4::[i]) index out of range"); + return(elt[i]); +} + +inline const Real &Vec4::operator [] (Int i) const +{ + CheckRange(i, 0, 4, "(Vec4::[i]) index out of range"); + return(elt[i]); +} + + +inline Vec4::Vec4() +{ +} + +inline Vec4::Vec4(Real x, Real y, Real z, Real w) +{ + elt[0] = x; + elt[1] = y; + elt[2] = z; + elt[3] = w; +} + +inline Vec4::Vec4(const Vec4 &v) +{ + elt[0] = v[0]; + elt[1] = v[1]; + elt[2] = v[2]; + elt[3] = v[3]; +} + +inline Vec4::Vec4(const Vec3 &v, Real w) +{ + elt[0] = v[0]; + elt[1] = v[1]; + elt[2] = v[2]; + elt[3] = w; +} + +inline Real *Vec4::Ref() const +{ + return((Real *) elt); +} + +inline Vec4 &Vec4::operator = (const Vec4 &v) +{ + elt[0] = v[0]; + elt[1] = v[1]; + elt[2] = v[2]; + elt[3] = v[3]; + + return(SELF); +} + +inline Vec4 &Vec4::operator += (const Vec4 &v) +{ + elt[0] += v[0]; + elt[1] += v[1]; + elt[2] += v[2]; + elt[3] += v[3]; + + return(SELF); +} + +inline Vec4 &Vec4::operator -= (const Vec4 &v) +{ + elt[0] -= v[0]; + elt[1] -= v[1]; + elt[2] -= v[2]; + elt[3] -= v[3]; + + return(SELF); +} + +inline Vec4 &Vec4::operator *= (const Vec4 &v) +{ + elt[0] *= v[0]; + elt[1] *= v[1]; + elt[2] *= v[2]; + elt[3] *= v[3]; + + return(SELF); +} + +inline Vec4 &Vec4::operator *= (Real s) +{ + elt[0] *= s; + elt[1] *= s; + elt[2] *= s; + elt[3] *= s; + + return(SELF); +} + +inline Vec4 &Vec4::operator /= (const Vec4 &v) +{ + elt[0] /= v[0]; + elt[1] /= v[1]; + elt[2] /= v[2]; + elt[3] /= v[3]; + + return(SELF); +} + +inline Vec4 &Vec4::operator /= (Real s) +{ + elt[0] /= s; + elt[1] /= s; + elt[2] /= s; + elt[3] /= s; + + return(SELF); +} + + +inline Vec4 Vec4::operator + (const Vec4 &a) const +{ + Vec4 result; + + result[0] = elt[0] + a[0]; + result[1] = elt[1] + a[1]; + result[2] = elt[2] + a[2]; + result[3] = elt[3] + a[3]; + + return(result); +} + +inline Vec4 Vec4::operator - (const Vec4 &a) const +{ + Vec4 result; + + result[0] = elt[0] - a[0]; + result[1] = elt[1] - a[1]; + result[2] = elt[2] - a[2]; + result[3] = elt[3] - a[3]; + + return(result); +} + +inline Vec4 Vec4::operator - () const +{ + Vec4 result; + + result[0] = -elt[0]; + result[1] = -elt[1]; + result[2] = -elt[2]; + result[3] = -elt[3]; + + return(result); +} + +inline Vec4 Vec4::operator * (const Vec4 &a) const +{ + Vec4 result; + + result[0] = elt[0] * a[0]; + result[1] = elt[1] * a[1]; + result[2] = elt[2] * a[2]; + result[3] = elt[3] * a[3]; + + return(result); +} + +inline Vec4 Vec4::operator * (Real s) const +{ + Vec4 result; + + result[0] = elt[0] * s; + result[1] = elt[1] * s; + result[2] = elt[2] * s; + result[3] = elt[3] * s; + + return(result); +} + +inline Vec4 Vec4::operator / (const Vec4 &a) const +{ + Vec4 result; + + result[0] = elt[0] / a[0]; + result[1] = elt[1] / a[1]; + result[2] = elt[2] / a[2]; + result[3] = elt[3] / a[3]; + + return(result); +} + +inline Vec4 Vec4::operator / (Real s) const +{ + Vec4 result; + + result[0] = elt[0] / s; + result[1] = elt[1] / s; + result[2] = elt[2] / s; + result[3] = elt[3] / s; + + return(result); +} + +inline Vec4 operator * (Real s, const Vec4 &v) +{ + return(v * s); +} + +inline Vec4 &Vec4::MakeZero() +{ + elt[0] = vl_zero; elt[1] = vl_zero; elt[2] = vl_zero; elt[3] = vl_zero; + return(SELF); +} + +inline Vec4 &Vec4::MakeBlock(Real k) +{ + elt[0] = k; elt[1] = k; elt[2] = k; elt[3] = k; + return(SELF); +} + +inline Vec4 &Vec4::Normalise() +{ + Assert(sqrlen(SELF) > 0.0, "normalising length-zero vector"); + SELF /= len(SELF); + return(SELF); +} + +inline Vec4::Vec4(ZeroOrOne k) +{ + MakeBlock(k); +} + +inline Vec4::Vec4(Axis k) +{ + MakeUnit(k, vl_1); +} + +inline Vec4 &Vec4::operator = (ZeroOrOne k) +{ + MakeBlock(k); + + return(SELF); +} + +inline Vec4 &Vec4::operator = (Axis k) +{ + MakeUnit(k, vl_1); + + return(SELF); +} + + +inline Real dot(const Vec4 &a, const Vec4 &b) +{ + return(a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]); +} + +inline Real len(const Vec4 &v) +{ + return(sqrt(dot(v, v))); +} + +inline Real sqrlen(const Vec4 &v) +{ + return(dot(v, v)); +} + +inline Vec4 norm(const Vec4 &v) +{ + Assert(sqrlen(v) > 0.0, "normalising length-zero vector"); + return(v / len(v)); +} + +inline Void normalise(Vec4 &v) +{ + v /= len(v); +} + +inline void printVec4(const Vec4 &v) +{ + printf("[%10f %10f %10f %10f]",v[0],v[1],v[2],v[3]); +} + +#endif