source: OniSplit/Math/Vector4.cs@ 1131

Last change on this file since 1131 was 1114, checked in by iritscen, 5 years ago

Adding OniSplit source code (v0.9.99.0). Many thanks to Neo for all his work over the years.

File size: 4.3 KB
RevLine 
[1114]1using System;
2
3namespace Oni
4{
5 internal struct Vector4 : IEquatable<Vector4>
6 {
7 public float X;
8 public float Y;
9 public float Z;
10 public float W;
11
12 public Vector4(float all)
13 {
14 X = all;
15 Y = all;
16 Z = all;
17 W = all;
18 }
19
20 public Vector4(Vector3 v, float w)
21 {
22 X = v.X;
23 Y = v.Y;
24 Z = v.Z;
25 W = w;
26 }
27
28 public Vector4(float x, float y, float z, float w)
29 {
30 X = x;
31 Y = y;
32 Z = z;
33 W = w;
34 }
35
36 public Vector3 XYZ
37 {
38 get
39 {
40 return new Vector3(X, Y, Z);
41 }
42 set
43 {
44 X = value.X;
45 Y = value.Y;
46 Z = value.Z;
47 }
48 }
49
50 public static Vector4 operator +(Vector4 v1, Vector4 v2)
51 {
52 v1.X += v2.X;
53 v1.Y += v2.Y;
54 v1.Z += v2.Z;
55 v1.W += v2.W;
56
57 return v1;
58 }
59
60 public static Vector4 operator -(Vector4 v1, Vector4 v2)
61 {
62 v1.X -= v2.X;
63 v1.Y -= v2.Y;
64 v1.Z -= v2.Z;
65 v1.W -= v2.W;
66
67 return v1;
68 }
69
70 public static Vector4 operator *(Vector4 v, float s)
71 {
72 v.X *= s;
73 v.Y *= s;
74 v.Z *= s;
75 v.W *= s;
76
77 return v;
78 }
79
80 public static Vector4 operator *(float s, Vector4 v) => v * s;
81
82 public static Vector4 operator /(Vector4 v, float s) => v * (1.0f / s);
83
84 public static float Dot(Vector4 v1, Vector4 v2) => v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z + v1.W * v2.W;
85
86 public static Vector4 Min(Vector4 v1, Vector4 v2)
87 {
88 v1.X = (v1.X < v2.X) ? v1.X : v2.X;
89 v1.Y = (v1.Y < v2.Y) ? v1.Y : v2.Y;
90 v1.Z = (v1.Z < v2.Z) ? v1.Z : v2.Z;
91 v1.W = (v1.W < v2.W) ? v1.W : v2.W;
92
93 return v1;
94 }
95
96 public static Vector4 Max(Vector4 v1, Vector4 v2)
97 {
98 v1.X = (v1.X > v2.X) ? v1.X : v2.X;
99 v1.Y = (v1.Y > v2.Y) ? v1.Y : v2.Y;
100 v1.Z = (v1.Z > v2.Z) ? v1.Z : v2.Z;
101 v1.W = (v1.W > v2.W) ? v1.W : v2.W;
102
103 return v1;
104 }
105
106 public static Vector4 Normalize(Vector4 v) => v * (1.0f / v.Length());
107
108 public float LengthSquared() => X * X + Y * Y + Z * Z + W * W;
109 public float Length() => FMath.Sqrt(LengthSquared());
110
111 public static bool EqualsEps(Vector4 v1, Vector4 v2)
112 {
113 Vector4 d = v2 - v1;
114
115 float dx = Math.Abs(d.X);
116 float dy = Math.Abs(d.Y);
117 float dz = Math.Abs(d.Z);
118 float dw = Math.Abs(d.W);
119
120 return (dx < 0.0001f && dy < 0.0001f && dz < 0.0001f && dw < 0.0001f);
121 }
122
123 public static bool operator ==(Vector4 v1, Vector4 v2) => v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z && v1.W == v2.W;
124 public static bool operator !=(Vector4 v1, Vector4 v2) => v1.X != v2.X || v1.Y != v2.Y || v1.Z != v2.Z || v1.W != v2.W;
125
126 public bool Equals(Vector4 other) => X == other.X && Y == other.Y && Z == other.Z && W == other.W;
127 public override bool Equals(object obj) => obj is Vector4 && Equals((Vector4)obj);
128 public override int GetHashCode() => X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
129
130 public override string ToString() => $"{{{X} {Y} {Z} {W}}}";
131
132 private static Vector4 zero = new Vector4();
133 private static Vector4 one = new Vector4(1.0f);
134 private static Vector4 unitX = new Vector4(1.0f, 0.0f, 0.0f, 0.0f);
135 private static Vector4 unitY = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
136 private static Vector4 unitZ = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
137 private static Vector4 unitW = new Vector4(0.0f, 0.0f, 0.0f, 1.0f);
138
139 public static Vector4 Zero => zero;
140 public static Vector4 One => one;
141 public static Vector4 UnitX => unitX;
142 public static Vector4 UnitY => unitY;
143 public static Vector4 UnitZ => unitZ;
144 public static Vector4 UnitW => unitW;
145 }
146}
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