1 // Created by: Kirill GAVRILOV
2 // Copyright (c) 2013-2014 OPEN CASCADE SAS
4 // This file is part of Open CASCADE Technology software library.
6 // This library is free software; you can redistribute it and/or modify it under
7 // the terms of the GNU Lesser General Public License version 2.1 as published
8 // by the Free Software Foundation, with special exception defined in the file
9 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
10 // distribution for complete text of the license and disclaimer of any warranty.
12 // Alternatively, this file may be used under the terms of Open CASCADE
13 // commercial license or contractual agreement.
15 #ifndef _NCollection_Vec4_H__
16 #define _NCollection_Vec4_H__
18 #include <NCollection_Vec3.hxx>
20 //! Generic 4-components vector.
21 //! To be used as RGBA color vector or XYZW 3D-point with special W-component
22 //! for operations with projection / model view matrices.
23 //! Use this class for 3D-points carefully because declared W-component may
24 //! results in incorrect results if used without matrices.
25 template<typename Element_t>
26 class NCollection_Vec4
31 //! Returns the number of components.
37 //! Empty constructor. Construct the zero vector.
40 std::memset (this, 0, sizeof(NCollection_Vec4));
43 //! Initialize ALL components of vector within specified value.
44 explicit NCollection_Vec4 (const Element_t theValue)
46 v[0] = v[1] = v[2] = v[3] = theValue;
49 //! Per-component constructor.
50 explicit NCollection_Vec4 (const Element_t theX,
61 //! Constructor from 2-components vector.
62 explicit NCollection_Vec4 (const NCollection_Vec2<Element_t>& theVec2)
66 v[2] = v[3] = Element_t (0);
69 //! Constructor from 3-components vector + optional 4th value.
70 explicit NCollection_Vec4(const NCollection_Vec3<Element_t>& theVec3, const Element_t theW = Element_t(0))
72 std::memcpy (this, &theVec3, sizeof(NCollection_Vec3<Element_t>));
76 //! Conversion constructor (explicitly converts some 4-component vector with other element type
77 //! to a new 4-component vector with the element type Element_t,
78 //! whose elements are static_cast'ed corresponding elements of theOtherVec4 vector)
79 //! @tparam OtherElement_t the element type of the other 4-component vector theOtherVec4
80 //! @param theOtherVec4 the 4-component vector that needs to be converted
81 template <typename OtherElement_t>
82 explicit NCollection_Vec4 (const NCollection_Vec4<OtherElement_t>& theOtherVec4)
84 v[0] = static_cast<Element_t> (theOtherVec4[0]);
85 v[1] = static_cast<Element_t> (theOtherVec4[1]);
86 v[2] = static_cast<Element_t> (theOtherVec4[2]);
87 v[3] = static_cast<Element_t> (theOtherVec4[3]);
90 //! Assign new values to the vector.
91 void SetValues (const Element_t theX,
102 //! Assign new values as 3-component vector and a 4-th value.
103 void SetValues (const NCollection_Vec3<Element_t>& theVec3, const Element_t theW)
111 //! Alias to 1st component as X coordinate in XYZW.
112 Element_t x() const { return v[0]; }
114 //! Alias to 1st component as RED channel in RGBA.
115 Element_t r() const { return v[0]; }
117 //! Alias to 2nd component as Y coordinate in XYZW.
118 Element_t y() const { return v[1]; }
120 //! Alias to 2nd component as GREEN channel in RGBA.
121 Element_t g() const { return v[1]; }
123 //! Alias to 3rd component as Z coordinate in XYZW.
124 Element_t z() const { return v[2]; }
126 //! Alias to 3rd component as BLUE channel in RGBA.
127 Element_t b() const { return v[2]; }
129 //! Alias to 4th component as W coordinate in XYZW.
130 Element_t w() const { return v[3]; }
132 //! Alias to 4th component as ALPHA channel in RGBA.
133 Element_t a() const { return v[3]; }
135 //! @return 2 of XYZW components in specified order as vector in GLSL-style
136 NCOLLECTION_VEC_COMPONENTS_2D(x, y)
137 NCOLLECTION_VEC_COMPONENTS_2D(x, z)
138 NCOLLECTION_VEC_COMPONENTS_2D(x, w)
139 NCOLLECTION_VEC_COMPONENTS_2D(y, z)
140 NCOLLECTION_VEC_COMPONENTS_2D(y, w)
141 NCOLLECTION_VEC_COMPONENTS_2D(z, w)
143 //! @return 3 of XYZW components in specified order as vector in GLSL-style
144 NCOLLECTION_VEC_COMPONENTS_3D(x, y, z)
145 NCOLLECTION_VEC_COMPONENTS_3D(x, y, w)
146 NCOLLECTION_VEC_COMPONENTS_3D(x, z, w)
147 NCOLLECTION_VEC_COMPONENTS_3D(y, z, w)
149 //! @return RGB components as vector
150 NCOLLECTION_VEC_COMPONENTS_3D(r, g, b)
152 //! Alias to 1st component as X coordinate in XYZW.
153 Element_t& x() { return v[0]; }
155 //! Alias to 1st component as RED channel in RGBA.
156 Element_t& r() { return v[0]; }
158 //! Alias to 2nd component as Y coordinate in XYZW.
159 Element_t& y() { return v[1]; }
161 //! Alias to 2nd component as GREEN channel in RGBA.
162 Element_t& g() { return v[1]; } // Green color
164 //! Alias to 3rd component as Z coordinate in XYZW.
165 Element_t& z() { return v[2]; }
167 //! Alias to 3rd component as BLUE channel in RGBA.
168 Element_t& b() { return v[2]; }
170 //! Alias to 4th component as W coordinate in XYZW.
171 Element_t& w() { return v[3]; }
173 //! Alias to 4th component as ALPHA channel in RGBA.
174 Element_t& a() { return v[3]; }
176 //! Check this vector with another vector for equality (without tolerance!).
177 bool IsEqual (const NCollection_Vec4& theOther) const
179 return v[0] == theOther.v[0]
180 && v[1] == theOther.v[1]
181 && v[2] == theOther.v[2]
182 && v[3] == theOther.v[3];
185 //! Check this vector with another vector for equality (without tolerance!).
186 bool operator== (const NCollection_Vec4& theOther) { return IsEqual (theOther); }
187 bool operator== (const NCollection_Vec4& theOther) const { return IsEqual (theOther); }
189 //! Check this vector with another vector for non-equality (without tolerance!).
190 bool operator!= (const NCollection_Vec4& theOther) { return !IsEqual (theOther); }
191 bool operator!= (const NCollection_Vec4& theOther) const { return !IsEqual (theOther); }
193 //! Raw access to the data (for OpenGL exchange).
194 const Element_t* GetData() const { return v; }
195 Element_t* ChangeData() { return v; }
196 operator const Element_t*() const { return v; }
197 operator Element_t*() { return v; }
199 //! Compute per-component summary.
200 NCollection_Vec4& operator+= (const NCollection_Vec4& theAdd)
209 //! Compute per-component summary.
210 friend NCollection_Vec4 operator+ (const NCollection_Vec4& theLeft,
211 const NCollection_Vec4& theRight)
213 NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
214 return aSumm += theRight;
218 NCollection_Vec4 operator-() const
220 return NCollection_Vec4 (-x(), -y(), -z(), -w());
223 //! Compute per-component subtraction.
224 NCollection_Vec4& operator-= (const NCollection_Vec4& theDec)
233 //! Compute per-component subtraction.
234 friend NCollection_Vec4 operator- (const NCollection_Vec4& theLeft,
235 const NCollection_Vec4& theRight)
237 NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
238 return aSumm -= theRight;
241 //! Compute per-component multiplication.
242 NCollection_Vec4& operator*= (const NCollection_Vec4& theRight)
244 v[0] *= theRight.v[0];
245 v[1] *= theRight.v[1];
246 v[2] *= theRight.v[2];
247 v[3] *= theRight.v[3];
251 //! Compute per-component multiplication.
252 friend NCollection_Vec4 operator* (const NCollection_Vec4& theLeft,
253 const NCollection_Vec4& theRight)
255 NCollection_Vec4 aResult = NCollection_Vec4 (theLeft);
256 return aResult *= theRight;
259 //! Compute per-component multiplication.
260 void Multiply (const Element_t theFactor)
268 //! Compute per-component multiplication.
269 NCollection_Vec4& operator*=(const Element_t theFactor)
271 Multiply (theFactor);
275 //! Compute per-component multiplication.
276 NCollection_Vec4 operator* (const Element_t theFactor) const
278 return Multiplied (theFactor);
281 //! Compute per-component multiplication.
282 NCollection_Vec4 Multiplied (const Element_t theFactor) const
284 NCollection_Vec4 aCopyVec4 (*this);
285 aCopyVec4 *= theFactor;
289 //! Compute component-wise minimum of two vectors.
290 NCollection_Vec4 cwiseMin (const NCollection_Vec4& theVec) const
292 return NCollection_Vec4 (v[0] < theVec.v[0] ? v[0] : theVec.v[0],
293 v[1] < theVec.v[1] ? v[1] : theVec.v[1],
294 v[2] < theVec.v[2] ? v[2] : theVec.v[2],
295 v[3] < theVec.v[3] ? v[3] : theVec.v[3]);
298 //! Compute component-wise maximum of two vectors.
299 NCollection_Vec4 cwiseMax (const NCollection_Vec4& theVec) const
301 return NCollection_Vec4 (v[0] > theVec.v[0] ? v[0] : theVec.v[0],
302 v[1] > theVec.v[1] ? v[1] : theVec.v[1],
303 v[2] > theVec.v[2] ? v[2] : theVec.v[2],
304 v[3] > theVec.v[3] ? v[3] : theVec.v[3]);
307 //! Compute component-wise modulus of the vector.
308 NCollection_Vec4 cwiseAbs() const
310 return NCollection_Vec4 (std::abs (v[0]),
316 //! Compute maximum component of the vector.
317 Element_t maxComp() const
319 const Element_t aMax1 = v[0] > v[1] ? v[0] : v[1];
320 const Element_t aMax2 = v[2] > v[3] ? v[2] : v[3];
322 return aMax1 > aMax2 ? aMax1 : aMax2;
325 //! Compute minimum component of the vector.
326 Element_t minComp() const
328 const Element_t aMin1 = v[0] < v[1] ? v[0] : v[1];
329 const Element_t aMin2 = v[2] < v[3] ? v[2] : v[3];
331 return aMin1 < aMin2 ? aMin1 : aMin2;
334 //! Computes the dot product.
335 Element_t Dot (const NCollection_Vec4& theOther) const
337 return x() * theOther.x() +
343 //! Compute per-component division by scale factor.
344 NCollection_Vec4& operator/= (const Element_t theInvFactor)
346 v[0] /= theInvFactor;
347 v[1] /= theInvFactor;
348 v[2] /= theInvFactor;
349 v[3] /= theInvFactor;
353 //! Compute per-component division.
354 NCollection_Vec4& operator/= (const NCollection_Vec4& theRight)
356 v[0] /= theRight.v[0];
357 v[1] /= theRight.v[1];
358 v[2] /= theRight.v[2];
359 v[3] /= theRight.v[3];
363 //! Compute per-component division by scale factor.
364 NCollection_Vec4 operator/ (const Element_t theInvFactor)
366 NCollection_Vec4 aResult(*this);
367 return aResult /= theInvFactor;
370 //! Compute per-component division.
371 friend NCollection_Vec4 operator/ (const NCollection_Vec4& theLeft,
372 const NCollection_Vec4& theRight)
374 NCollection_Vec4 aResult = NCollection_Vec4 (theLeft);
375 return aResult /= theRight;
380 Element_t v[4]; //!< define the vector as array to avoid structure alignment issues
384 //! Optimized concretization for float type.
385 template<> inline NCollection_Vec4<float>& NCollection_Vec4<float>::operator/= (const float theInvFactor)
387 Multiply (1.0f / theInvFactor);
391 //! Optimized concretization for double type.
392 template<> inline NCollection_Vec4<double>& NCollection_Vec4<double>::operator/= (const double theInvFactor)
394 Multiply (1.0 / theInvFactor);
398 #endif // _NCollection_Vec4_H__