/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_VEC4F #define OSG_VEC4F 1 #include namespace osg { /** General purpose float quad. Uses include representation * of color coordinates. * No support yet added for float * Vec4f - is it necessary? * Need to define a non-member non-friend operator* etc. * Vec4f * float is okay */ class Vec4f { public: /** Data type of vector components.*/ typedef float value_type; /** Number of vector components. */ enum { num_components = 4 }; /** Vec member variable. */ value_type _v[4]; // Methods are defined here so that they are implicitly inlined /** Constructor that sets all components of the vector to zero */ Vec4f() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f; _v[3]=0.0f;} Vec4f(value_type x, value_type y, value_type z, value_type w) { _v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w; } Vec4f(const Vec3f& v3,value_type w) { _v[0]=v3[0]; _v[1]=v3[1]; _v[2]=v3[2]; _v[3]=w; } inline bool operator == (const Vec4f& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; } inline bool operator != (const Vec4f& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; } inline bool operator < (const Vec4f& v) const { if (_v[0]v._v[0]) return false; else if (_v[1]v._v[1]) return false; else if (_v[2]v._v[2]) return false; else return (_v[3]0.0f) { value_type inv = 1.0f/norm; _v[0] *= inv; _v[1] *= inv; _v[2] *= inv; _v[3] *= inv; } return( norm ); } }; // end of class Vec4f /** Compute the dot product of a (Vec3,1.0) and a Vec4f. */ inline Vec4f::value_type operator * (const Vec3f& lhs,const Vec4f& rhs) { return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+rhs[3]; } /** Compute the dot product of a Vec4f and a (Vec3,1.0). */ inline Vec4f::value_type operator * (const Vec4f& lhs,const Vec3f& rhs) { return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+lhs[3]; } /** multiply by vector components. */ inline Vec4f componentMultiply(const Vec4f& lhs, const Vec4f& rhs) { return Vec4f(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2], lhs[3]*rhs[3]); } /** divide rhs components by rhs vector components. */ inline Vec4f componentDivide(const Vec4f& lhs, const Vec4f& rhs) { return Vec4f(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2], lhs[3]/rhs[3]); } } // end of namespace osg #endif