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