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142 lines
2.7 KiB
C++
142 lines
2.7 KiB
C++
//
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// Vector4.cpp
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//
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#include "omath/Vector4.h"
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#include <algorithm>
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#include <cmath>
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namespace omath
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{
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bool Vector4::operator==(const Vector4& src) const
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{
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return Vector3::operator==(src) && w == src.w;
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}
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bool Vector4::operator!=(const Vector4& src) const
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{
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return !(*this == src);
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}
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Vector4& Vector4::operator+=(const Vector4& v)
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{
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Vector3::operator+=(v);
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w += v.w;
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return *this;
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}
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Vector4& Vector4::operator-=(const Vector4& v)
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{
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Vector3::operator-=(v);
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w -= v.w;
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return *this;
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}
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Vector4& Vector4::operator*=(float scalar)
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{
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Vector3::operator*=(scalar);
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w *= scalar;
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return *this;
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}
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Vector4& Vector4::operator*=(const Vector4& v)
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{
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Vector3::operator*=(v);
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w *= v.w;
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return *this;
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}
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Vector4& Vector4::operator/=(float scalar)
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{
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Vector3::operator/=(scalar);
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w /= scalar;
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return *this;
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}
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Vector4& Vector4::operator/=(const Vector4& v)
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{
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Vector3::operator/=(v);
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w /= v.w;
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return *this;
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}
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float Vector4::Length() const
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{
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return std::sqrt(LengthSqr());
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}
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float Vector4::LengthSqr() const
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{
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return Vector3::LengthSqr() + w * w;
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}
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float Vector4::Dot(const Vector4& vOther) const
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{
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return Vector3::Dot(vOther) + w * vOther.w;
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}
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Vector4& Vector4::Abs()
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{
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Vector3::Abs();
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w = std::abs(w);
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return *this;
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}
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Vector4& Vector4::Clamp(const float min, const float max)
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{
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x = std::clamp(x, min, max);
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y = std::clamp(y, min, max);
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z = std::clamp(z, min, max);
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return *this;
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}
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Vector4 Vector4::operator-() const
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{
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return {-x, -y, -z, -w};
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}
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Vector4 Vector4::operator+(const Vector4& v) const
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{
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return {x + v.x, y + v.y, z + v.z, w + v.w};
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}
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Vector4 Vector4::operator-(const Vector4& v) const
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{
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return {x - v.x, y - v.y, z - v.z, w - v.w};
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}
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Vector4 Vector4::operator*(float scalar) const
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{
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return {x * scalar, y * scalar, z * scalar, w * scalar};
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}
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Vector4 Vector4::operator*(const Vector4& v) const
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{
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return {x * v.x, y * v.y, z * v.z, w * v.w};
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}
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Vector4 Vector4::operator/(float scalar) const
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{
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return {x / scalar, y / scalar, z / scalar, w / scalar};
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}
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Vector4 Vector4::operator/(const Vector4& v) const
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{
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return {x / v.x, y / v.y, z / v.z, w / v.w};
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}
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float Vector4::Sum() const
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{
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return x + y + z + w;
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}
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Vector4::Vector4()
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{
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x = 0.f;
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y = 0.f;
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z = 0.f;
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}
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}
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