// Created by: Kirill GAVRILOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _NCollection_Vec4_H__ #define _NCollection_Vec4_H__ #include //! Generic 4-components vector. //! To be used as RGBA color vector or XYZW 3D-point with special W-component //! for operations with projection / model view matrices. //! Use this class for 3D-points carefully because declared W-component may //! results in incorrect results if used without matrices. template class NCollection_Vec4 { public: //! Returns the number of components. static int Length() { return 4; } //! Empty constructor. Construct the zero vector. NCollection_Vec4() { std::memset (this, 0, sizeof(NCollection_Vec4)); } //! Initialize ALL components of vector within specified value. explicit NCollection_Vec4 (const Element_t theValue) { v[0] = v[1] = v[2] = v[3] = theValue; } //! Per-component constructor. explicit NCollection_Vec4 (const Element_t theX, const Element_t theY, const Element_t theZ, const Element_t theW) { v[0] = theX; v[1] = theY; v[2] = theZ; v[3] = theW; } //! Constructor from 2-components vector. explicit NCollection_Vec4 (const NCollection_Vec2& theVec2) { v[0] = theVec2[0]; v[1] = theVec2[1]; v[2] = v[3] = Element_t (0); } //! Constructor from 3-components vector. explicit NCollection_Vec4(const NCollection_Vec3& theVec3) { std::memcpy (this, &theVec3, sizeof(NCollection_Vec3)); v[3] = Element_t (0); } //! Constructor from 3-components vector + alpha value. explicit NCollection_Vec4(const NCollection_Vec3& theVec3, const Element_t theAlpha) { std::memcpy (this, &theVec3, sizeof(NCollection_Vec3)); v[3] = theAlpha; } //! Alias to 1st component as X coordinate in XYZW. Element_t x() const { return v[0]; } //! Alias to 1st component as RED channel in RGBA. Element_t r() const { return v[0]; } //! Alias to 2nd component as Y coordinate in XYZW. Element_t y() const { return v[1]; } //! Alias to 2nd component as GREEN channel in RGBA. Element_t g() const { return v[1]; } //! Alias to 3rd component as Z coordinate in XYZW. Element_t z() const { return v[2]; } //! Alias to 3rd component as BLUE channel in RGBA. Element_t b() const { return v[2]; } //! Alias to 4th component as W coordinate in XYZW. Element_t w() const { return v[3]; } //! Alias to 4th component as ALPHA channel in RGBA. Element_t a() const { return v[3]; } //! @return 2 of XYZW components in specified order as vector in GLSL-style NCOLLECTION_VEC_COMPONENTS_2D(x, y) NCOLLECTION_VEC_COMPONENTS_2D(x, z) NCOLLECTION_VEC_COMPONENTS_2D(x, w) NCOLLECTION_VEC_COMPONENTS_2D(y, z) NCOLLECTION_VEC_COMPONENTS_2D(y, w) NCOLLECTION_VEC_COMPONENTS_2D(z, w) //! @return 3 of XYZW components in specified order as vector in GLSL-style NCOLLECTION_VEC_COMPONENTS_3D(x, y, z) NCOLLECTION_VEC_COMPONENTS_3D(x, y, w) NCOLLECTION_VEC_COMPONENTS_3D(x, z, w) NCOLLECTION_VEC_COMPONENTS_3D(y, z, w) //! @return RGB components as vector NCOLLECTION_VEC_COMPONENTS_3D(r, g, b) //! Alias to 1st component as X coordinate in XYZW. Element_t& x() { return v[0]; } //! Alias to 1st component as RED channel in RGBA. Element_t& r() { return v[0]; } //! Alias to 2nd component as Y coordinate in XYZW. Element_t& y() { return v[1]; } //! Alias to 2nd component as GREEN channel in RGBA. Element_t& g() { return v[1]; } // Green color //! Alias to 3rd component as Z coordinate in XYZW. Element_t& z() { return v[2]; } //! Alias to 3rd component as BLUE channel in RGBA. Element_t& b() { return v[2]; } //! Alias to 4th component as W coordinate in XYZW. Element_t& w() { return v[3]; } //! Alias to 4th component as ALPHA channel in RGBA. Element_t& a() { return v[3]; } //! @return XY-components modifiable vector NCollection_Vec2& xy() { return *((NCollection_Vec2* )&v[0]); } //! @return YZ-components modifiable vector NCollection_Vec2& yz() { return *((NCollection_Vec2* )&v[1]); } //! @return YZ-components modifiable vector NCollection_Vec2& zw() { return *((NCollection_Vec2* )&v[2]); } //! @return XYZ-components modifiable vector NCollection_Vec3& xyz() { return *((NCollection_Vec3* )&v[0]); } //! @return YZW-components modifiable vector NCollection_Vec3& yzw() { return *((NCollection_Vec3* )&v[1]); } //! Raw access to the data (for OpenGL exchange). const Element_t* GetData() const { return v; } Element_t* ChangeData() { return v; } operator const Element_t*() const { return v; } operator Element_t*() { return v; } //! Compute per-component summary. NCollection_Vec4& operator+= (const NCollection_Vec4& theAdd) { v[0] += theAdd.v[0]; v[1] += theAdd.v[1]; v[2] += theAdd.v[2]; v[3] += theAdd.v[3]; return *this; } //! Compute per-component summary. friend NCollection_Vec4 operator+ (const NCollection_Vec4& theLeft, const NCollection_Vec4& theRight) { NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft); return aSumm += theRight; } //! Unary -. NCollection_Vec4 operator-() const { return NCollection_Vec4 (-x(), -y(), -z(), -w()); } //! Compute per-component subtraction. NCollection_Vec4& operator-= (const NCollection_Vec4& theDec) { v[0] -= theDec.v[0]; v[1] -= theDec.v[1]; v[2] -= theDec.v[2]; v[3] -= theDec.v[3]; return *this; } //! Compute per-component subtraction. friend NCollection_Vec4 operator- (const NCollection_Vec4& theLeft, const NCollection_Vec4& theRight) { NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft); return aSumm -= theRight; } //! Compute per-component multiplication. NCollection_Vec4& operator*= (const NCollection_Vec4& theRight) { v[0] *= theRight.v[0]; v[1] *= theRight.v[1]; v[2] *= theRight.v[2]; v[3] *= theRight.v[3]; return *this; } //! Compute per-component multiplication. friend NCollection_Vec4 operator* (const NCollection_Vec4& theLeft, const NCollection_Vec4& theRight) { NCollection_Vec4 aResult = NCollection_Vec4 (theLeft); return aResult *= theRight; } //! Compute per-component multiplication. void Multiply (const Element_t theFactor) { v[0] *= theFactor; v[1] *= theFactor; v[2] *= theFactor; v[3] *= theFactor; } //! Compute per-component multiplication. NCollection_Vec4& operator*=(const Element_t theFactor) { Multiply (theFactor); return *this; } //! Compute per-component multiplication. NCollection_Vec4 operator* (const Element_t theFactor) const { return Multiplied (theFactor); } //! Compute per-component multiplication. NCollection_Vec4 Multiplied (const Element_t theFactor) const { NCollection_Vec4 aCopyVec4 (*this); aCopyVec4 *= theFactor; return aCopyVec4; } //! Compute component-wise minimum of two vectors. NCollection_Vec4 cwiseMin (const NCollection_Vec4& theVec) const { return NCollection_Vec4 (v[0] < theVec.v[0] ? v[0] : theVec.v[0], v[1] < theVec.v[1] ? v[1] : theVec.v[1], v[2] < theVec.v[2] ? v[2] : theVec.v[2], v[3] < theVec.v[3] ? v[3] : theVec.v[3]); } //! Compute component-wise maximum of two vectors. NCollection_Vec4 cwiseMax (const NCollection_Vec4& theVec) const { return NCollection_Vec4 (v[0] > theVec.v[0] ? v[0] : theVec.v[0], v[1] > theVec.v[1] ? v[1] : theVec.v[1], v[2] > theVec.v[2] ? v[2] : theVec.v[2], v[3] > theVec.v[3] ? v[3] : theVec.v[3]); } //! Compute component-wise modulus of the vector. NCollection_Vec4 cwiseAbs() const { return NCollection_Vec4 (std::abs (v[0]), std::abs (v[1]), std::abs (v[2]), std::abs (v[3])); } //! Compute maximum component of the vector. Element_t maxComp() const { const Element_t aMax1 = v[0] > v[1] ? v[0] : v[1]; const Element_t aMax2 = v[2] > v[3] ? v[2] : v[3]; return aMax1 > aMax2 ? aMax1 : aMax2; } //! Compute minimum component of the vector. Element_t minComp() const { const Element_t aMin1 = v[0] < v[1] ? v[0] : v[1]; const Element_t aMin2 = v[2] < v[3] ? v[2] : v[3]; return aMin1 < aMin2 ? aMin1 : aMin2; } //! Computes the dot product. Element_t Dot (const NCollection_Vec4& theOther) const { return x() * theOther.x() + y() * theOther.y() + z() * theOther.z() + w() * theOther.w(); } //! Compute per-component division by scale factor. NCollection_Vec4& operator/= (const Element_t theInvFactor) { v[0] /= theInvFactor; v[1] /= theInvFactor; v[2] /= theInvFactor; v[3] /= theInvFactor; return *this; } //! Compute per-component division by scale factor. NCollection_Vec4 operator/ (const Element_t theInvFactor) { NCollection_Vec4 aResult(*this); return aResult /= theInvFactor; } private: Element_t v[4]; //!< define the vector as array to avoid structure alignment issues }; //! Optimized concretization for float type. template<> inline NCollection_Vec4& NCollection_Vec4::operator/= (const float theInvFactor) { Multiply (1.0f / theInvFactor); return *this; } //! Optimized concretization for double type. template<> inline NCollection_Vec4& NCollection_Vec4::operator/= (const double theInvFactor) { Multiply (1.0 / theInvFactor); return *this; } #endif // _NCollection_Vec4_H__