Danbias/Code/OysterMath/Vector.h

777 lines
28 KiB
C++

/////////////////////////////////////////////////////////////////////
// Linear Math Vectors
// © Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef LINEARALGEBRA_VECTOR_H
#define LINEARALGEBRA_VECTOR_H
#include <math.h>
namespace LinearAlgebra
{
template<typename ScalarType>
struct Vector2
{
public:
union
{
struct { ScalarType x, y; };
ScalarType element[2];
char byte[sizeof(ScalarType[2])];
};
static const Vector2<ScalarType> null;
static const Vector2<ScalarType> standard_unit_x;
static const Vector2<ScalarType> standard_unit_y;
Vector2( );
Vector2( const Vector2<ScalarType> &vector );
Vector2( const ScalarType &element );
Vector2( const ScalarType element[2] );
Vector2( const ScalarType &x, const ScalarType &y );
operator ScalarType* ( );
operator const ScalarType* ( ) const;
operator char* ( );
operator const char* ( ) const;
ScalarType & operator [] ( int i );
const ScalarType & operator [] ( int i ) const;
Vector2<ScalarType> & operator = ( const Vector2<ScalarType> &vector );
Vector2<ScalarType> & operator = ( const ScalarType element[2] );
Vector2<ScalarType> & operator *= ( const ScalarType &scalar );
Vector2<ScalarType> & operator /= ( const ScalarType &scalar );
Vector2<ScalarType> & operator += ( const Vector2<ScalarType> &vector );
Vector2<ScalarType> & operator -= ( const Vector2<ScalarType> &vector );
Vector2<ScalarType> operator * ( const ScalarType &scalar ) const;
Vector2<ScalarType> operator / ( const ScalarType &scalar ) const;
Vector2<ScalarType> operator + ( const Vector2<ScalarType> &vector ) const;
Vector2<ScalarType> operator - ( const Vector2<ScalarType> &vector ) const;
Vector2<ScalarType> operator - ( ) const; // unary negation
bool operator == ( const Vector2<ScalarType> &vector ) const;
bool operator != ( const Vector2<ScalarType> &vector ) const;
ScalarType GetLength( ) const;
ScalarType GetMagnitude( ) const;
ScalarType Dot( const Vector2<ScalarType> &vector ) const;
//! @return (a.x * b.x, a.y * b.y)
Vector2<ScalarType> PiecewiseMultiplication( const Vector2<ScalarType> &vector ) const;
//! @return a = (a.x * b.x, a.y * b.y)
Vector2<ScalarType> & PiecewiseMultiplicationAdd( const Vector2<ScalarType> &vector );
Vector2<ScalarType> & Normalize( );
Vector2<ScalarType> GetNormalized( ) const;
};
template<typename ScalarType>
struct Vector3
{
public:
union
{
struct { ScalarType x, y, z; };
struct { Vector2<ScalarType> xy; };
ScalarType element[3];
char byte[sizeof(ScalarType[3])];
};
static const Vector3<ScalarType> null;
static const Vector3<ScalarType> standard_unit_x;
static const Vector3<ScalarType> standard_unit_y;
static const Vector3<ScalarType> standard_unit_z;
Vector3( );
Vector3( const Vector3<ScalarType> &vector );
Vector3( const Vector2<ScalarType> &vector, const ScalarType &z );
Vector3( const ScalarType &element );
Vector3( const ScalarType element[3] );
Vector3( const ScalarType &x, const ScalarType &y, const ScalarType &z );
operator ScalarType* ();
operator const ScalarType* () const;
operator char* ( );
operator const char* ( ) const;
ScalarType & operator [] ( int i );
const ScalarType & operator [] ( int i ) const;
Vector3<ScalarType> & operator = ( const Vector3<ScalarType> &vector );
Vector3<ScalarType> & operator = ( const ScalarType element[3] );
Vector3<ScalarType> & operator *= ( const ScalarType &scalar );
Vector3<ScalarType> & operator /= ( const ScalarType &scalar );
Vector3<ScalarType> & operator += ( const Vector3<ScalarType> &vector );
Vector3<ScalarType> & operator -= ( const Vector3<ScalarType> &vector );
Vector3<ScalarType> operator * ( const ScalarType &scalar ) const;
Vector3<ScalarType> operator / ( const ScalarType &scalar ) const;
Vector3<ScalarType> operator + ( const Vector3<ScalarType> &vector ) const;
Vector3<ScalarType> operator - ( const Vector3<ScalarType> &vector ) const;
Vector3<ScalarType> operator - ( ) const; // unary negation
bool operator == ( const Vector3<ScalarType> &vector ) const;
bool operator != ( const Vector3<ScalarType> &vector ) const;
ScalarType GetLength( ) const;
ScalarType GetMagnitude( ) const;
ScalarType Dot( const Vector3<ScalarType> &vector ) const;
Vector3<ScalarType> Cross( const Vector3<ScalarType> &vector ) const;
//! @return (a.x * b.x, a.y * b.y, a.z * b.z)
Vector3<ScalarType> PiecewiseMultiplication( const Vector3<ScalarType> &vector ) const;
//! @return a = (a.x * b.x, a.y * b.y, a.z * b.z)
Vector3<ScalarType> & PiecewiseMultiplicationAdd( const Vector3<ScalarType> &vector );
Vector3<ScalarType> & Normalize( );
Vector3<ScalarType> GetNormalized( ) const;
};
template<typename ScalarType>
struct Vector4
{
public:
union
{
struct { ScalarType x, y, z, w; };
struct { Vector2<ScalarType> xy; };
struct { Vector3<ScalarType> xyz; };
ScalarType element[4];
char byte[sizeof(ScalarType[4])];
};
static const Vector4<ScalarType> null;
static const Vector4<ScalarType> standard_unit_x;
static const Vector4<ScalarType> standard_unit_y;
static const Vector4<ScalarType> standard_unit_z;
static const Vector4<ScalarType> standard_unit_w;
Vector4( );
Vector4( const Vector4<ScalarType> &vector );
Vector4( const Vector3<ScalarType> &vector, const ScalarType &w );
Vector4( const Vector2<ScalarType> &vector, const ScalarType &z, const ScalarType &w );
Vector4( const ScalarType &element );
Vector4( const ScalarType element[4] );
Vector4( const ScalarType &x, const ScalarType &y, const ScalarType &z, const ScalarType &w );
operator ScalarType* ();
operator const ScalarType* () const;
operator char* ( );
operator const char* ( ) const;
ScalarType & operator [] ( int i );
const ScalarType & operator [] ( int i ) const;
Vector4<ScalarType> & operator = ( const Vector4<ScalarType> &vector );
Vector4<ScalarType> & operator = ( const ScalarType element[4] );
Vector4<ScalarType> & operator *= ( const ScalarType &scalar );
Vector4<ScalarType> & operator /= ( const ScalarType &scalar );
Vector4<ScalarType> & operator += ( const Vector4<ScalarType> &vector );
Vector4<ScalarType> & operator -= ( const Vector4<ScalarType> &vector );
Vector4<ScalarType> operator * ( const ScalarType &scalar ) const;
Vector4<ScalarType> operator / ( const ScalarType &scalar ) const;
Vector4<ScalarType> operator + ( const Vector4<ScalarType> &vector ) const;
Vector4<ScalarType> operator - ( const Vector4<ScalarType> &vector ) const;
Vector4<ScalarType> operator - ( ) const; // unary negation
bool operator == ( const Vector4<ScalarType> &vector ) const;
bool operator != ( const Vector4<ScalarType> &vector ) const;
ScalarType GetLength( ) const;
ScalarType GetMagnitude( ) const;
ScalarType Dot( const Vector4<ScalarType> &vector ) const;
//! @return (a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w)
Vector4<ScalarType> PiecewiseMultiplication( const Vector4<ScalarType> &vector ) const;
//! @return a = (a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w)
Vector4<ScalarType> & PiecewiseMultiplicationAdd( const Vector4<ScalarType> &vector );
Vector4<ScalarType> & Normalize( );
Vector4<ScalarType> GetNormalized( ) const;
};
}
template<typename ScalarType> ::LinearAlgebra::Vector2<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector2<ScalarType> &right );
template<typename ScalarType> ::LinearAlgebra::Vector3<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector3<ScalarType> &right );
template<typename ScalarType> ::LinearAlgebra::Vector4<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector4<ScalarType> &right );
///////////////////////////////////////////////////////////////////////////////////
// Body
///////////////////////////////////////////////////////////////////////////////////
namespace LinearAlgebra
{
// Vector2<ScalarType> ///////////////////////////////////////
template<typename ScalarType> const Vector2<ScalarType> Vector2<ScalarType>::null = Vector2<ScalarType>( 0, 0 );
template<typename ScalarType> const Vector2<ScalarType> Vector2<ScalarType>::standard_unit_x = Vector2<ScalarType>( 1, 0 );
template<typename ScalarType> const Vector2<ScalarType> Vector2<ScalarType>::standard_unit_y = Vector2<ScalarType>( 0, 1 );
template<typename ScalarType>
inline Vector2<ScalarType>::Vector2( ) : x(), y() {}
template<typename ScalarType>
inline Vector2<ScalarType>::Vector2( const Vector2<ScalarType> &vector )
{ this->x = vector.x; this->y = vector.y; }
template<typename ScalarType>
inline Vector2<ScalarType>::Vector2( const ScalarType &_element )
{ this->x = this->y = _element; }
template<typename ScalarType>
inline Vector2<ScalarType>::Vector2( const ScalarType _element[2] )
{ this->x = _element[0]; this->y = _element[1]; }
template<typename ScalarType>
inline Vector2<ScalarType>::Vector2( const ScalarType &_x, const ScalarType &_y )
{ this->x = _x; this->y = _y; }
template<typename ScalarType>
inline Vector2<ScalarType>::operator ScalarType* ()
{ return this->element; }
template<typename ScalarType>
inline Vector2<ScalarType>::operator const ScalarType* () const
{ return this->element; }
template<typename ScalarType>
inline Vector2<ScalarType>::operator char* ( )
{ return this->byte; }
template<typename ScalarType>
inline Vector2<ScalarType>::operator const char* ( ) const
{ return this->byte; }
template<typename ScalarType>
inline ScalarType & Vector2<ScalarType>::operator [] ( int i )
{ return this->element[i]; }
template<typename ScalarType>
inline const ScalarType & Vector2<ScalarType>::operator [] ( int i ) const
{ return this->element[i]; }
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator = ( const Vector2<ScalarType> &vector )
{
this->element[0] = vector.element[0];
this->element[1] = vector.element[1];
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator = ( const ScalarType _element[2] )
{
this->element[0] = _element[0];
this->element[1] = _element[1];
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator *= ( const ScalarType &scalar )
{
this->element[0] *= scalar;
this->element[1] *= scalar;
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator /= ( const ScalarType &scalar )
{
this->element[0] /= scalar;
this->element[1] /= scalar;
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator += ( const Vector2<ScalarType> &vector )
{
this->element[0] += vector.element[0];
this->element[1] += vector.element[1];
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::operator -= ( const Vector2<ScalarType> &vector )
{
this->element[0] -= vector.element[0];
this->element[1] -= vector.element[1];
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::operator * ( const ScalarType &scalar ) const
{ return Vector2<ScalarType>(*this) *= scalar; }
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::operator / ( const ScalarType &scalar ) const
{ return Vector2<ScalarType>(*this) /= scalar; }
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::operator + ( const Vector2<ScalarType> &vector ) const
{ return Vector2<ScalarType>(*this) += vector; }
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::operator - ( const Vector2<ScalarType> &vector ) const
{ return Vector2<ScalarType>(*this) -= vector; }
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::operator - ( ) const
{ return Vector2<ScalarType>(-this->x, -this->y); }
template<typename ScalarType>
inline bool Vector2<ScalarType>::operator == ( const Vector2<ScalarType> &vector ) const
{
if( this->x != vector.x ) return false;
if( this->y != vector.y ) return false;
return true;
}
template<typename ScalarType>
inline bool Vector2<ScalarType>::operator != ( const Vector2<ScalarType> &vector ) const
{
if( this->x != vector.x ) return true;
if( this->y != vector.y ) return true;
return false;
}
template<typename ScalarType>
inline ScalarType Vector2<ScalarType>::GetLength( ) const
{ return this->GetMagnitude(); }
template<typename ScalarType>
inline ScalarType Vector2<ScalarType>::GetMagnitude( ) const
{ return (ScalarType) ::sqrt( this->Dot(*this) ); }
template<typename ScalarType>
inline ScalarType Vector2<ScalarType>::Dot( const Vector2<ScalarType> &vector ) const
{
ScalarType value = 0;
value += this->element[0] * vector.element[0];
value += this->element[1] * vector.element[1];
return value;
}
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::PiecewiseMultiplication( const Vector2<ScalarType> &vector ) const
{
return Vector2<ScalarType>( this->x * vector.x, this->y * vector.y );
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::PiecewiseMultiplicationAdd( const Vector2<ScalarType> &vector )
{
this->x *= vector.x;
this->y *= vector.y;
return *this;
}
template<typename ScalarType>
inline Vector2<ScalarType> & Vector2<ScalarType>::Normalize( )
{ return (*this) /= this->GetLength(); }
template<typename ScalarType>
inline Vector2<ScalarType> Vector2<ScalarType>::GetNormalized( ) const
{ return Vector2<ScalarType>(*this).Normalize(); }
// Vector3<ScalarType> ///////////////////////////////////////
template<typename ScalarType> const Vector3<ScalarType> Vector3<ScalarType>::null = Vector3<ScalarType>( 0, 0, 0 );
template<typename ScalarType> const Vector3<ScalarType> Vector3<ScalarType>::standard_unit_x = Vector3<ScalarType>( 1, 0, 0 );
template<typename ScalarType> const Vector3<ScalarType> Vector3<ScalarType>::standard_unit_y = Vector3<ScalarType>( 0, 1, 0 );
template<typename ScalarType> const Vector3<ScalarType> Vector3<ScalarType>::standard_unit_z = Vector3<ScalarType>( 0, 0, 1 );
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( ) : x(), y(), z() {}
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( const Vector3<ScalarType> &vector )
{ this->x = vector.x; this->y = vector.y; this->z = vector.z; }
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( const Vector2<ScalarType> &vector, const ScalarType &_z )
{ this->x = vector.x; this->y = vector.y; this->z = _z; }
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( const ScalarType &_element )
{ this->x = this->y = this->z = _element; }
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( const ScalarType _element[3] )
{ this->x = _element[0]; this->y = _element[1]; this->z = _element[2]; }
template<typename ScalarType>
inline Vector3<ScalarType>::Vector3( const ScalarType &_x, const ScalarType &_y, const ScalarType &_z )
{ this->x = _x; this->y = _y; this->z = _z; }
template<typename ScalarType>
inline Vector3<ScalarType>::operator ScalarType* ()
{ return this->element; }
template<typename ScalarType>
inline Vector3<ScalarType>::operator const ScalarType* () const
{ return this->element; }
template<typename ScalarType>
inline ScalarType & Vector3<ScalarType>::operator [] ( int i )
{ return this->element[i]; }
template<typename ScalarType>
inline const ScalarType & Vector3<ScalarType>::operator [] ( int i ) const
{ return this->element[i]; }
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator = ( const Vector3<ScalarType> &vector )
{
this->element[0] = vector.element[0];
this->element[1] = vector.element[1];
this->element[2] = vector.element[2];
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator = ( const ScalarType element[3] )
{
this->element[0] = element[0];
this->element[1] = element[1];
this->element[2] = element[2];
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator *= ( const ScalarType &scalar )
{
this->element[0] *= scalar;
this->element[1] *= scalar;
this->element[2] *= scalar;
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator /= ( const ScalarType &scalar )
{
this->element[0] /= scalar;
this->element[1] /= scalar;
this->element[2] /= scalar;
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator += ( const Vector3<ScalarType> &vector )
{
this->element[0] += vector.element[0];
this->element[1] += vector.element[1];
this->element[2] += vector.element[2];
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::operator -= ( const Vector3<ScalarType> &vector )
{
this->element[0] -= vector.element[0];
this->element[1] -= vector.element[1];
this->element[2] -= vector.element[2];
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::operator * ( const ScalarType &scalar ) const
{ return Vector3<ScalarType>(*this) *= scalar; }
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::operator / ( const ScalarType &scalar ) const
{ return Vector3<ScalarType>(*this) /= scalar; }
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::operator + ( const Vector3<ScalarType> &vector ) const
{ return Vector3<ScalarType>(*this) += vector; }
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::operator - ( const Vector3<ScalarType> &vector ) const
{ return Vector3<ScalarType>(*this) -= vector; }
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::operator - ( ) const
{ return Vector3<ScalarType>(-this->x, -this->y, -this->z); }
template<typename ScalarType>
inline bool Vector3<ScalarType>::operator == ( const Vector3<ScalarType> &vector ) const
{
if( this->x != vector.x ) return false;
if( this->y != vector.y ) return false;
if( this->z != vector.z ) return false;
return true;
}
template<typename ScalarType>
inline bool Vector3<ScalarType>::operator != ( const Vector3<ScalarType> &vector ) const
{
if( this->x != vector.x ) return true;
if( this->y != vector.y ) return true;
if( this->z != vector.z ) return true;
return false;
}
template<typename ScalarType>
inline ScalarType Vector3<ScalarType>::GetLength( ) const
{ return this->GetMagnitude(); }
template<typename ScalarType>
inline ScalarType Vector3<ScalarType>::GetMagnitude( ) const
{ return (ScalarType) ::sqrt( this->Dot(*this) ); }
template<typename ScalarType>
inline ScalarType Vector3<ScalarType>::Dot( const Vector3<ScalarType> &vector ) const
{
ScalarType value = 0;
value += this->element[0] * vector.element[0];
value += this->element[1] * vector.element[1];
value += this->element[2] * vector.element[2];
return value;
}
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::Cross( const Vector3<ScalarType> &vector ) const
{
return Vector3<ScalarType>( (this->y*vector.z) - (this->z*vector.y),
(this->z*vector.x) - (this->x*vector.z),
(this->x*vector.y) - (this->y*vector.x) );
}
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::PiecewiseMultiplication( const Vector3<ScalarType> &vector ) const
{
return Vector3<ScalarType>( this->x * vector.x, this->y * vector.y, this->z * vector.z );
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::PiecewiseMultiplicationAdd( const Vector3<ScalarType> &vector )
{
this->x *= vector.x;
this->y *= vector.y;
this->z *= vector.z;
return *this;
}
template<typename ScalarType>
inline Vector3<ScalarType> & Vector3<ScalarType>::Normalize( )
{ return (*this) /= this->GetLength(); }
template<typename ScalarType>
inline Vector3<ScalarType> Vector3<ScalarType>::GetNormalized( ) const
{ return Vector3<ScalarType>(*this).Normalize(); }
// Vector4<ScalarType> ///////////////////////////////////////
template<typename ScalarType> const Vector4<ScalarType> Vector4<ScalarType>::null = Vector4<ScalarType>( 0, 0, 0, 0 );
template<typename ScalarType> const Vector4<ScalarType> Vector4<ScalarType>::standard_unit_x = Vector4<ScalarType>( 1, 0, 0, 0 );
template<typename ScalarType> const Vector4<ScalarType> Vector4<ScalarType>::standard_unit_y = Vector4<ScalarType>( 0, 1, 0, 0 );
template<typename ScalarType> const Vector4<ScalarType> Vector4<ScalarType>::standard_unit_z = Vector4<ScalarType>( 0, 0, 1, 0 );
template<typename ScalarType> const Vector4<ScalarType> Vector4<ScalarType>::standard_unit_w = Vector4<ScalarType>( 0, 0, 0, 1 );
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( ) : x(), y(), z(), w() {}
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const Vector4<ScalarType> &vector )
{ this->x = vector.x; this->y = vector.y; this->z = vector.z; this->w = vector.w; }
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const Vector3<ScalarType> &vector, const ScalarType &_w )
{ this->x = vector.x; this->y = vector.y; this->z = vector.z; this->w = _w; }
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const Vector2<ScalarType> &vector, const ScalarType &_z, const ScalarType &_w )
{ this->x = vector.x; this->y = vector.y; this->z = _z; this->w = _w; }
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const ScalarType &_element )
{ this->x = this->y = this->z = this->w = _element; }
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const ScalarType _element[4] )
{ this->x = _element[0]; this->y = _element[1]; this->z = _element[2]; this->w = _element[3]; }
template<typename ScalarType>
inline Vector4<ScalarType>::Vector4( const ScalarType &_x, const ScalarType &_y, const ScalarType &_z, const ScalarType &_w )
{ this->x = _x; this->y = _y; this->z = _z; this->w = _w; }
template<typename ScalarType>
inline Vector4<ScalarType>::operator ScalarType* ()
{ return this->element; }
template<typename ScalarType>
inline Vector4<ScalarType>::operator const ScalarType* () const
{ return this->element; }
template<typename ScalarType>
inline ScalarType & Vector4<ScalarType>::operator [] ( int i )
{ return this->element[i]; }
template<typename ScalarType>
inline const ScalarType & Vector4<ScalarType>::operator [] ( int i ) const
{ return this->element[i]; }
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator = ( const Vector4<ScalarType> &vector )
{
this->element[0] = vector.element[0];
this->element[1] = vector.element[1];
this->element[2] = vector.element[2];
this->element[3] = vector.element[3];
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator = ( const ScalarType element[4] )
{
this->element[0] = element[0];
this->element[1] = element[1];
this->element[2] = element[2];
this->element[3] = element[3];
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator *= ( const ScalarType &scalar )
{
this->element[0] *= scalar;
this->element[1] *= scalar;
this->element[2] *= scalar;
this->element[3] *= scalar;
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator /= ( const ScalarType &scalar )
{
this->element[0] /= scalar;
this->element[1] /= scalar;
this->element[2] /= scalar;
this->element[3] /= scalar;
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator += ( const Vector4<ScalarType> &vector )
{
this->element[0] += vector.element[0];
this->element[1] += vector.element[1];
this->element[2] += vector.element[2];
this->element[3] += vector.element[3];
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::operator -= ( const Vector4<ScalarType> &vector )
{
this->element[0] -= vector.element[0];
this->element[1] -= vector.element[1];
this->element[2] -= vector.element[2];
this->element[3] -= vector.element[3];
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::operator * ( const ScalarType &scalar ) const
{ return Vector4<ScalarType>(*this) *= scalar; }
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::operator / ( const ScalarType &scalar ) const
{ return Vector4<ScalarType>(*this) /= scalar; }
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::operator + ( const Vector4<ScalarType> &vector ) const
{ return Vector4<ScalarType>(*this) += vector; }
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::operator - ( const Vector4<ScalarType> &vector ) const
{ return Vector4<ScalarType>(*this) -= vector; }
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::operator - ( ) const
{ return Vector4<ScalarType>(-this->x, -this->y, -this->z, -this->w); }
template<typename ScalarType>
inline bool Vector4<ScalarType>::operator == ( const Vector4<ScalarType> &vector ) const
{
if( this->x != vector.x ) return false;
if( this->y != vector.y ) return false;
if( this->z != vector.z ) return false;
if( this->w != vector.w ) return false;
return true;
}
template<typename ScalarType>
inline bool Vector4<ScalarType>::operator != ( const Vector4<ScalarType> &vector ) const
{
if( this->x != vector.x ) return true;
if( this->y != vector.y ) return true;
if( this->z != vector.z ) return true;
if( this->w != vector.w ) return true;
return false;
}
template<typename ScalarType>
inline ScalarType Vector4<ScalarType>::GetLength( ) const
{ return this->GetMagnitude(); }
template<typename ScalarType>
inline ScalarType Vector4<ScalarType>::GetMagnitude( ) const
{ return (ScalarType) ::sqrt( this->Dot(*this) ); }
template<typename ScalarType>
inline ScalarType Vector4<ScalarType>::Dot( const Vector4<ScalarType> &vector ) const
{
ScalarType value = 0;
value += this->element[0] * vector.element[0];
value += this->element[1] * vector.element[1];
value += this->element[2] * vector.element[2];
value += this->element[3] * vector.element[3];
return value;
}
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::PiecewiseMultiplication( const Vector4<ScalarType> &vector ) const
{
return Vector4<ScalarType>( this->x * vector.x, this->y * vector.y, this->z * vector.z, this->w * vector.w );
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::PiecewiseMultiplicationAdd( const Vector4<ScalarType> &vector )
{
this->x *= vector.x;
this->y *= vector.y;
this->z *= vector.z;
this->w *= vector.w;
return *this;
}
template<typename ScalarType>
inline Vector4<ScalarType> & Vector4<ScalarType>::Normalize( )
{ return (*this) /= this->GetLength(); }
template<typename ScalarType>
inline Vector4<ScalarType> Vector4<ScalarType>::GetNormalized( ) const
{ return Vector4<ScalarType>(*this).Normalize(); }
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector2<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector2<ScalarType> &right )
{
return right * left;
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector3<ScalarType> &right )
{
return right * left;
}
template<typename ScalarType>
inline ::LinearAlgebra::Vector4<ScalarType> operator * ( const ScalarType &left, const ::LinearAlgebra::Vector4<ScalarType> &right )
{
return right * left;
}
#endif