/**************************************************************************** Copyright (c) 2007, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #pragma once #include "math/float4.h" //------------------------------------------------------------------------------ namespace Math { class vector; // win32 VC++ does not support passing aligned objects as value so far // here is a bug-report at microsoft saying so: // http://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=334581 typedef const vector& __VectorArg; class vector : public float4 { public: /// default constructor vector(); /// construct from components vector(scalar x, scalar y, scalar z); /// construct from float4 vector(const float4& rhs); /// construct from Ogre::Vector4 vector(Ogre::Vector4 rhs); /// return the null vector static vector nullvec(); /// return the standard up vector (0, 1, 0) static vector upvec(); /// assignment operator void operator=(const vector& rhs); /// assign Ogre::Vector4 void operator=(Ogre::Vector4 rhs); /// flip sign vector operator-() const; /// add vector inplace void operator+=(const vector& rhs); /// subtract vector inplace void operator-=(const vector& rhs); /// scale vector inplace void operator*=(scalar s); /// add 2 vectors vector operator+(const vector& rhs) const; /// subtract 2 vectors vector operator-(const vector& rhs) const; /// scale vector vector operator*(scalar s) const; /// scale vector by vector vector operator*(const vector& rhs) const; /// scale vector by vector vector operator/(const vector& rhs) const; /// scale vector by vector void operator*=(const vector& rhs); /// scale vector by vector void operator/=(const vector& rhs); /// equality operator bool operator==(const vector& rhs) const; /// inequality operator bool operator!=(const vector& rhs) const; // cross Product vector crossProduct(const vector& rkVector) const; // dot Product Math::scalar dotProduct(const vector& vec) const; /// set components void set(scalar x, scalar y, scalar z); static vector divide_xyz(const vector& lhs, const vector& rhs); friend class point; }; //------------------------------------------------------------------------------ /** */ __forceinline vector::vector() : float4(0.0f, 0.0f, 0.0f, 0.0f) { // empty } //------------------------------------------------------------------------------ /** */ __forceinline vector::vector(scalar x, scalar y, scalar z) : float4(x, y, z, 0.0f) { // empty } //------------------------------------------------------------------------------ /** */ __forceinline vector::vector(const float4& rhs) : float4(rhs) { this->set_w(0.0f); } //------------------------------------------------------------------------------ /** */ __forceinline vector::vector(Ogre::Vector4 rhs) : float4(rhs) { // empty } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::nullvec() { return vector(0.0f, 0.0f, 0.0f); } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::upvec() { return vector(0.0f, 1.0f, 0.0f); } //------------------------------------------------------------------------------ /** */ __forceinline void vector::operator=(const vector& rhs) { this->vec = rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void vector::operator=(Ogre::Vector4 rhs) { this->vec = rhs; } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::operator-() const { return -this->vec; } //------------------------------------------------------------------------------ /** */ __forceinline void vector::operator+=(const vector& rhs) { this->vec += rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void vector::operator-=(const vector& rhs) { this->vec -= rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void vector::operator*=(scalar s) { this->vec *= s; } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::operator+(const vector& rhs) const { return this->vec + rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::operator-(const vector& rhs) const { return this->vec - rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline vector vector::operator*(scalar s) const { return this->vec * s; } //------------------------------------------------------------------------------ /** */ __forceinline bool vector::operator==(const vector& rhs) const { return this->vec == rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline bool vector::operator!=(const vector& rhs) const { return this->vec != rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void vector::set(scalar x, scalar y, scalar z) { float4::set(x, y, z, 0.0f); } //------------------------------------------------------------------------ /// scale vector by vector __forceinline vector vector::operator*(const vector& rhs) const { return this->vec * rhs.vec; } //------------------------------------------------------------------------ /// scale vector by vector __forceinline vector vector::operator/(const vector& rhs) const { return this->vec / rhs.vec; } //------------------------------------------------------------------------ /// scale vector by vector __forceinline void vector::operator*=(const vector& rhs) { this->vec = this->vec * rhs.vec; } //------------------------------------------------------------------------ /// scale vector by vector __forceinline void vector::operator/=(const vector& rhs) { this->vec /= rhs.vec; } //------------------------------------------------------------------------ __forceinline vector vector::crossProduct( const vector& rkVector ) const { return vector( y() * rkVector.z() - z() * rkVector.y(), z() * rkVector.x() - x() * rkVector.z(), x() * rkVector.y() - y() * rkVector.x() ); } //------------------------------------------------------------------------ __forceinline Math::scalar vector::dotProduct(const vector& vec) const { return x() * vec.x() + y() * vec.y() + z() * vec.z(); } //------------------------------------------------------------------------ __forceinline vector vector::divide_xyz(const vector& lhs, const vector& rhs) { return vector(lhs.x() / rhs.x(), lhs.y() / rhs.y(), lhs.z() / rhs.z()); } } // namespace Math //------------------------------------------------------------------------------