Torque3D/Engine/source/math/mPoint4.h

251 lines
6.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MPOINT4_H_
#define _MPOINT4_H_
#ifndef _MMATHFN_H_
#include "math/mMathFn.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
//------------------------------------------------------------------------------
/// 4D integer point
///
/// Uses S32 internally. Currently storage only.
class Point4I
{
public:
Point4I() {}
Point4I(S32 _x, S32 _y, S32 _z, S32 _w);
void zero(); ///< Zero all values
S32 x;
S32 y;
S32 z;
S32 w;
//-------------------------------------- Public static constants
public:
const static Point4I One;
const static Point4I Zero;
};
//------------------------------------------------------------------------------
/// 4D floating-point point.
///
/// Uses F32 internally.
///
/// Useful for representing quaternions and other 4d beasties.
class Point4F
{
//-------------------------------------- Public data
public:
F32 x; ///< X co-ordinate.
F32 y; ///< Y co-ordinate.
F32 z; ///< Z co-ordinate.
F32 w; ///< W co-ordinate.
public:
Point4F(); ///< Create an uninitialized point.
Point4F(const Point4F&); ///< Copy constructor.
/// Create point from coordinates.
Point4F(F32 _x, F32 _y, F32 _z, F32 _w);
/// Set point's coordinates.
void set(F32 _x, F32 _y, F32 _z, F32 _w);
/// Interpolate from _pt1 to _pt2, based on _factor.
///
/// @param _pt1 Starting point.
/// @param _pt2 Ending point.
/// @param _factor Interpolation factor (0.0 .. 1.0).
void interpolate(const Point4F& _pt1, const Point4F& _pt2, F32 _factor);
void zero();
operator F32*() { return (&x); }
operator const F32*() const { return &x; }
F32 len() const;
Point4F operator/(F32) const;
Point4F operator*(F32) const;
Point4F operator+(const Point4F&) const;
Point4F& operator+=(const Point4F&);
Point4F operator-(const Point4F&) const;
Point4F operator*(const Point4F&) const;
Point4F& operator*=(const Point4F&);
Point4F& operator=(const Point3F&);
Point4F& operator=(const Point4F&);
Point3F asPoint3F() const { return Point3F(x,y,z); }
//-------------------------------------- Public static constants
public:
const static Point4F One;
const static Point4F Zero;
};
typedef Point4F Vector4F; ///< Points can be vectors!
//------------------------------------------------------------------------------
//-------------------------------------- Point4I
inline void Point4I::zero()
{
x = y = z = w = 0;
}
//------------------------------------------------------------------------------
//-------------------------------------- Point4F
//
inline Point4F::Point4F()
{
}
inline Point4F::Point4F(const Point4F& _copy)
: x(_copy.x), y(_copy.y), z(_copy.z), w(_copy.w)
{
}
inline Point4F::Point4F(F32 _x, F32 _y, F32 _z, F32 _w)
: x(_x), y(_y), z(_z), w(_w)
{
}
inline void Point4F::set(F32 _x, F32 _y, F32 _z, F32 _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
inline F32 Point4F::len() const
{
return mSqrt(x*x + y*y + z*z + w*w);
}
inline void Point4F::interpolate(const Point4F& _from, const Point4F& _to, F32 _factor)
{
x = (_from.x * (1.0f - _factor)) + (_to.x * _factor);
y = (_from.y * (1.0f - _factor)) + (_to.y * _factor);
z = (_from.z * (1.0f - _factor)) + (_to.z * _factor);
w = (_from.w * (1.0f - _factor)) + (_to.w * _factor);
}
inline void Point4F::zero()
{
x = y = z = w = 0.0f;
}
inline Point4F& Point4F::operator=(const Point3F &_vec)
{
x = _vec.x;
y = _vec.y;
z = _vec.z;
w = 1.0f;
return *this;
}
inline Point4F& Point4F::operator=(const Point4F &_vec)
{
x = _vec.x;
y = _vec.y;
z = _vec.z;
w = _vec.w;
return *this;
}
inline Point4F Point4F::operator+(const Point4F& _add) const
{
return Point4F( x + _add.x, y + _add.y, z + _add.z, w + _add.w );
}
inline Point4F& Point4F::operator+=(const Point4F& _add)
{
x += _add.x;
y += _add.y;
z += _add.z;
w += _add.w;
return *this;
}
inline Point4F Point4F::operator-(const Point4F& _rSub) const
{
return Point4F( x - _rSub.x, y - _rSub.y, z - _rSub.z, w - _rSub.w );
}
inline Point4F Point4F::operator*(const Point4F &_vec) const
{
return Point4F(x * _vec.x, y * _vec.y, z * _vec.z, w * _vec.w);
}
inline Point4F Point4F::operator*(F32 _mul) const
{
return Point4F(x * _mul, y * _mul, z * _mul, w * _mul);
}
inline Point4F Point4F::operator /(F32 t) const
{
F32 f = 1.0f / t;
return Point4F( x * f, y * f, z * f, w * f );
}
inline F32 mDot(const Point4F &p1, const Point4F &p2)
{
return (p1.x*p2.x + p1.y*p2.y + p1.z*p2.z + p1.w*p2.w);
}
//------------------------------------------------------------------------------
//-------------------------------------- Point4F
inline Point4I::Point4I(S32 _x, S32 _y, S32 _z, S32 _w) : x(_x), y(_y), z(_z), w(_w)
{
}
//-------------------------------------------------------------------
// Non-Member Operators
//-------------------------------------------------------------------
inline Point4F operator*(F32 mul, const Point4F& multiplicand)
{
return multiplicand * mul;
}
inline bool mIsNaN( const Point4F &p )
{
return mIsNaN_F( p.x ) || mIsNaN_F( p.y ) || mIsNaN_F( p.z ) || mIsNaN_F( p.w );
}
#endif // _MPOINT4_H_