#include "math.h" namespace stingray_plugin_foundation { // Operators __forceinline Vector4 operator / (const Vector4 &lhs, const Vector4 &rhs) { return vector4(lhs.x/rhs.x, lhs.y/rhs.y, lhs.z/rhs.z, lhs.w/rhs.w); } __forceinline Vector4 operator * (const Vector4 &lhs, const Vector4 &rhs) { return vector4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } __forceinline Vector4 operator + (const Vector4 &lhs, const Vector4 &rhs) { return vector4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } __forceinline Vector4 operator - (const Vector4 &lhs, const Vector4 &rhs) { return vector4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } __forceinline Vector4 operator - (const Vector4 &v) { return vector4(-v.x, -v.y, -v.z, -v.w); } __forceinline Vector4 operator + (const Vector4 &v) { return v; } __forceinline void operator /= (Vector4 &lhs, const Vector4 &rhs) { lhs.x/=rhs.x; lhs.y/=rhs.y; lhs.z/=rhs.z; lhs.w/=rhs.w; } __forceinline void operator *= (Vector4 &lhs, const Vector4 &rhs) { lhs.x*=rhs.x; lhs.y*=rhs.y; lhs.z*=rhs.z; lhs.w*=rhs.w; } __forceinline void operator += (Vector4 &lhs, const Vector4 &rhs) { lhs.x+=rhs.x; lhs.y+=rhs.y; lhs.z+=rhs.z; lhs.w+=rhs.w; } __forceinline void operator -= (Vector4 &lhs, const Vector4 &rhs) { lhs.x-=rhs.x; lhs.y-=rhs.y; lhs.z-=rhs.z; lhs.w-=rhs.w; } __forceinline Vector4 operator/(const Vector4 &lhs, float rhs) { return vector4(lhs.x/rhs, lhs.y/rhs, lhs.z/rhs, lhs.w/rhs); } __forceinline Vector4 operator*(const Vector4 &lhs, float rhs) { return vector4(lhs.x*rhs, lhs.y*rhs, lhs.z*rhs, lhs.w*rhs); } __forceinline Vector4 operator*(float lhs, const Vector4 &rhs) { return vector4(rhs.x*lhs, rhs.y*lhs, rhs.z*lhs, rhs.w*lhs); } __forceinline Vector4 operator+(const Vector4 &lhs, float rhs) { return vector4(lhs.x+rhs, lhs.y+rhs, lhs.z+rhs, lhs.w+rhs); } __forceinline Vector4 operator-(const Vector4 &lhs, float rhs) { return vector4(lhs.x-rhs, lhs.y-rhs, lhs.z-rhs, lhs.w-rhs); } __forceinline void operator/=(Vector4 &lhs, float rhs) { lhs.x/=rhs; lhs.y/=rhs; lhs.z/=rhs; lhs.w/=rhs; } __forceinline void operator*=(Vector4 &lhs, float rhs) { lhs.x*=rhs; lhs.y*=rhs; lhs.z*=rhs; lhs.w*=rhs; } __forceinline void operator+=(Vector4 &lhs, float rhs) { lhs.x+=rhs; lhs.y+=rhs; lhs.z+=rhs; lhs.w+=rhs; } __forceinline void operator-=(Vector4 &lhs, float rhs) { lhs.x-=rhs; lhs.y-=rhs; lhs.z-=rhs; lhs.w-=rhs; } __forceinline bool operator==(const Vector4 &lhs, const Vector4 &rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } __forceinline bool operator!=(const Vector4 &lhs, const Vector4 &rhs) { return !(lhs == rhs); } // Methods __forceinline Vector4 vector4(float x, float y, float z, float w) { Vector4 v; v.x = x; v.y = y; v.z = z; v.w = w; return v; } __forceinline Vector4 vector4_base(int i) { if (i==0) return vector4(1,0,0,0); else if (i==1) return vector4(0,1,0,0); else if (i==2) return vector4(0,0,1,0); else if (i==3) return vector4(0,0,0,1); return vector4(0,0,0,0); } __forceinline float & element(Vector4 &v, int i) { return *(&v.x + i); } __forceinline const float & element(const Vector4 &v, int i) { return *(&v.x + i); } __forceinline void zero(Vector4 &v) { v.x=0.f; v.y=0.f; v.z=0.f; v.w = 0.f; } __forceinline float length(const Vector4 &v) { return math::square_root(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w); } __forceinline float norm(const Vector4 &v) { return math::square_root(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w); } __forceinline float one_norm(const Vector4 &v) { return math::abs(v.x) + math::abs(v.y) + math::abs(v.z) + math::abs(v.w); } __forceinline float infinity_norm(const Vector4 &v) { return math::max( math::max(math::abs(v.x), math::abs(v.y)), math::max(math::abs(v.z), math::abs(v.w) )); } __forceinline Vector4 normalize(const Vector4 &v) { float l=length(v); if (l<0.0001) return vector4(0.f, 0.f, 0.f, 0.f); return v / l; } __forceinline float dot(const Vector4 &v0, const Vector4 &v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w; } __forceinline float distance(const Vector4 &v0, const Vector4 &v1) { Vector4 tmp = vector4(v0.x-v1.x,v0.y-v1.y,v0.z-v1.z,v0.w-v1.w); return length(tmp); } __forceinline float distance_squared(const Vector4 &v0, const Vector4 &v1) { return (v0.x-v1.x)*(v0.x-v1.x) + (v0.y-v1.y)*(v0.y-v1.y) + (v0.z-v1.z)*(v0.z-v1.z) + (v0.w-v1.w)*(v0.w-v1.w); } __forceinline Vector4 orthonormalize(const Vector4 &v, const Vector4 &ref) { Vector4 res = v - dot(v, ref) * ref; return normalize(res); } __forceinline Vector4 min(const Vector4 &v0, const Vector4 &v1) { return vector4(math::min(v0.x,v1.x), math::min(v0.y,v1.y), math::min(v0.z,v1.z), math::min(v0.w,v1.w)); } __forceinline Vector4 max(const Vector4 &v0, const Vector4 &v1) { return vector4(math::max(v0.x,v1.x), math::max(v0.y,v1.y), math::max(v0.z,v1.z), math::max(v0.w,v1.w)); } __forceinline Vector4 lerp(const Vector4 &a, const Vector4 &b, float p) { return a * (1-p) + b * p; } __forceinline Vector3 vector3(const Vector4 &a) { Vector3 v; v.x = a.x; v.y = a.y; v.z = a.z; return v; } }