1 | //////////////////////////////////////////////////////////////////////////////////////////
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2 | // VECTOR4D.h
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3 | // Class declaration for a 4d vector
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4 | // You may use this code however you wish, but if you do, please credit me and
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5 | // provide a link to my website in a readme file or similar
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6 | // Downloaded from: www.paulsprojects.net
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7 | // Created: 20th July 2002
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8 | // Modified: 8th November 2002 - Changed Constructor layout
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9 | // - Some speed Improvements
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10 | // - Corrected Lerp
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11 | // 7th January 2003 - Added QuadraticInterpolate
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12 | //////////////////////////////////////////////////////////////////////////////////////////
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13 |
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14 | #ifndef VECTOR4D_H
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15 | #define VECTOR4D_H
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16 |
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17 | class VECTOR4D
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18 | {
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19 | public:
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20 | //constructors
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21 | VECTOR4D(void) : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
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22 | {}
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23 |
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24 | VECTOR4D(float newX, float newY, float newZ, float newW)
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25 | : x(newX), y(newY), z(newZ), w(newW)
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26 | {}
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27 |
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28 | VECTOR4D(const float * rhs) : x(*rhs), y(*(rhs+1)), z(*(rhs+2)), w(*(rhs+3))
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29 | {}
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30 |
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31 | VECTOR4D(const VECTOR4D & rhs): x(rhs.x), y(rhs.y), z(rhs.z), w(rhs.w)
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32 | {}
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33 |
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34 | //convert v3d to v4d
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35 | VECTOR4D(const VECTOR3D & rhs): x(rhs.x), y(rhs.y), z(rhs.z), w(1.0f)
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36 | {}
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37 |
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38 | ~VECTOR4D() {} //empty
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39 |
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40 | void Set(float newX, float newY, float newZ, float newW)
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41 | { x=newX; y=newY; z=newZ; w=newW; }
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42 |
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43 | //accessors kept for compatability
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44 | void SetX(float newX) {x = newX;}
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45 | void SetY(float newY) {y = newY;}
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46 | void SetZ(float newZ) {z = newZ;}
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47 | void SetW(float newW) {w = newW;}
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48 |
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49 | float GetX() const {return x;} //public accessor functions
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50 | float GetY() const {return y;} //inline, const
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51 | float GetZ() const {return z;}
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52 | float GetW() const {return w;}
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53 |
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54 | void LoadZero(void)
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55 | { x=0.0f; y=0.0f; z=0.0f; w=0.0f; }
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56 |
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57 | void LoadOne(void)
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58 | { x=1.0f; y=1.0f; z=1.0f; w=1.0f; }
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59 |
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60 | //vector algebra
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61 | float DotProduct(const VECTOR4D & rhs)
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62 | { return x*rhs.x + y*rhs.y + z*rhs.z + w*rhs.w; }
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63 |
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64 | //rotations
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65 | void RotateX(double angle);
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66 | VECTOR4D GetRotatedX(double angle) const;
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67 | void RotateY(double angle);
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68 | VECTOR4D GetRotatedY(double angle) const;
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69 | void RotateZ(double angle);
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70 | VECTOR4D GetRotatedZ(double angle) const;
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71 | void RotateAxis(double angle, const VECTOR3D & axis);
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72 | VECTOR4D GetRotatedAxis(double angle, const VECTOR3D & axis) const;
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73 |
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74 | VECTOR4D lerp(const VECTOR4D & v2, float factor) const
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75 | { return (*this)*(1.0f-factor)+v2*factor; }
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76 |
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77 | VECTOR4D QuadraticInterpolate(const VECTOR4D & v2, const VECTOR4D & v3, float factor) const
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78 | { return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
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79 |
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80 | //binary operators
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81 | VECTOR4D operator+(const VECTOR4D & rhs) const
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82 | { return VECTOR4D(x+rhs.x, y+rhs.y, z+rhs.z, w+rhs.w); }
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83 |
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84 | VECTOR4D operator-(const VECTOR4D & rhs) const
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85 | { return VECTOR4D(x-rhs.x, y-rhs.y, z-rhs.z, w-rhs.w); }
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86 |
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87 | VECTOR4D operator*(const float rhs) const
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88 | { return VECTOR4D(x*rhs, y*rhs, z*rhs, w*rhs); }
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89 |
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90 | VECTOR4D operator/(const float rhs) const
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91 | { return rhs==0.0f ? VECTOR4D(0.0f, 0.0f, 0.0f, 0.0f)
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92 | : VECTOR4D(x/rhs, y/rhs, z/rhs, w/rhs); }
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93 |
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94 | //multiply by a float, eg 3*v
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95 | friend VECTOR4D operator*(float scaleFactor, const VECTOR4D & rhs);
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96 |
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97 | bool operator==(const VECTOR4D & rhs) const;
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98 | bool operator!=(const VECTOR4D & rhs) const
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99 | { return !((*this)==rhs); }
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100 |
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101 | //self-add etc
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102 | void operator+=(const VECTOR4D & rhs)
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103 | { x+=rhs.x; y+=rhs.y; z+=rhs.z; w+=rhs.w; }
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104 |
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105 | void operator-=(const VECTOR4D & rhs)
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106 | { x-=rhs.x; y-=rhs.y; z-=rhs.z; w-=rhs.w; }
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107 |
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108 | void operator*=(const float rhs)
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109 | { x*=rhs; y*=rhs; z*=rhs; w*=rhs; }
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110 |
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111 | void operator/=(const float rhs)
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112 | { if(rhs==0.0f)
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113 | return;
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114 | else
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115 | { x/=rhs; y/=rhs; z/=rhs; w/=rhs; }
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116 | }
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117 |
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118 | //unary operators
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119 | VECTOR4D operator-(void) const {return VECTOR4D(-x, -y, -z, -w);}
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120 | VECTOR4D operator+(void) const {return (*this);}
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121 |
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122 | //cast to pointer to float for glVertex4fv etc
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123 | operator float* () const {return (float*) this;}
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124 | operator const float* () const {return (const float*) this;}
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125 |
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126 | operator VECTOR3D(); //convert v4d to v3d
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127 |
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128 | //member variables
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129 | float x;
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130 | float y;
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131 | float z;
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132 | float w;
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133 | };
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134 |
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135 | #endif //VECTOR3D_H |
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