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vec4.h
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vec4.h
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#pragma once
//fwd declaration of vec2
class vec2;
class vec4 {
public:
double x, y, z, w;
vec4() {
x = 0;
y = 0;
z = 0;
w = 0;
};
vec4(double x, double y, double z, double w){
this->x = x;
this->y = y;
this->z = z;
this->w = w;
};
vec4(double scalar){
this->x = scalar;
this->y = scalar;
this->z = scalar;
this->w = scalar;
};
vec4(vec2 xy, vec2 zw);
vec4(vec2 xy, double z, double w);
vec4& operator=(const vec4& rhs){
this->x = rhs.x;
this->y = rhs.y;
this->z = rhs.z;
this->w = rhs.w;
return *this;
};
int operator==(const vec4& rhs) const {
return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
};
vec4 operator+(const vec4& rhs) const {
return vec4(x + rhs.x, y + rhs.y, z + rhs.z, w + rhs.w);
};
vec4 operator-(const vec4& rhs) const {
return vec4(x - rhs.x, y - rhs.y, z - rhs.z, w - rhs.w);
};
vec4 operator*(const vec4& rhs) const {
return vec4(x * rhs.x, y * rhs.y, z * rhs.z, w * rhs.w);
};
vec4 operator/(const vec4& rhs) const {
return vec4(x / rhs.x, y / rhs.y, z / rhs.z, w / rhs.w);
};
vec4 operator+(const double scalar) const {
return vec4(x + scalar, y + scalar, z + scalar, w + scalar);
};
vec4 operator-(const double scalar) const {
return vec4(x - scalar, y - scalar, z - scalar, w - scalar);
};
vec4 operator*(const double scalar) const {
return vec4(x * scalar, y * scalar, z * scalar, w * scalar);
};
vec4 operator/(const double scalar) const {
return vec4(x / scalar, y / scalar, z / scalar, w / scalar);
};
friend vec4 operator+( double scalar, const vec4& v ) {
return vec4(v.x + scalar, v.y + scalar, v.z + scalar, v.w + scalar);
}
friend vec4 operator-( double scalar, const vec4& v ) {
return vec4(scalar - v.x, scalar - v.y, scalar - v.z, scalar - v.w);
}
friend vec4 operator*( double scalar, const vec4& v ) {
return vec4(v.x * scalar, v.y * scalar, v.z * scalar, v.w * scalar);
}
friend vec4 operator/( double scalar, const vec4& v ) {
return vec4(scalar / v.x, scalar / v.y, scalar / v.z, scalar / v.w);
}
vec4& operator+=(const double scalar) {
x += scalar;
y += scalar;
z += scalar;
w += scalar;
return *this;
};
vec4& operator-=(const double scalar) {
x -= scalar;
y -= scalar;
z -= scalar;
w -= scalar;
return *this;
};
vec4& operator*=(const double scalar) {
x *= scalar;
y *= scalar;
z *= scalar;
w *= scalar;
return *this;
};
vec4& operator/=(const double scalar) {
x /= scalar;
y /= scalar;
z /= scalar;
w /= scalar;
return *this;
};
vec4& operator+=(const vec4& rhs) {
x += rhs.x;
y += rhs.y;
z += rhs.z;
w += rhs.w;
return *this;
};
vec4& operator-=(const vec4& rhs) {
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
w -= rhs.w;
return *this;
};
vec4& operator*=(const vec4& rhs) {
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
w *= rhs.w;
return *this;
};
vec4& operator/=(const vec4& rhs) {
x /= rhs.x;
y /= rhs.y;
z /= rhs.z;
w /= rhs.w;
return *this;
};
vec4 operator-=(const vec4& rhs) const {
return vec4(x - rhs.x, y - rhs.y, z - rhs.z, w - rhs.w);
};
vec2 xy();
vec2 xz();
vec2 zw();
vec2 yw();
};
vec4 floor(const vec4& rhs);
vec4 fract(const vec4& rhs);
vec4 step(const vec4& edge, const vec4& x);
vec4 inversesqrt(const vec4& rhs);
double dot(const vec4& a, const vec4& b);
vec4 mix(const vec4& x, const vec4& y, const vec4& a);