Simple Vector Library 1.5 http://www.cs.cmu.edu/~ajw/doc/svl.html
Vec4.h
- Committer:
- BartJanssens
- Date:
- 2016-01-05
- Revision:
- 1:e25ff4b06ed2
- Parent:
- 0:785cff1e5a7c
File content as of revision 1:e25ff4b06ed2:
/* 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