// Created by: Kirill GAVRILOV // Copyright (c) 2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #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 size_t 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; } //! Copy constructor. NCollection_Vec4 (const NCollection_Vec4& theVec4) { std::memcpy (this, &theVec4, sizeof(NCollection_Vec4)); } //! Assignment operator. const NCollection_Vec4& operator= (const NCollection_Vec4& theVec4) { std::memcpy (this, &theVec4, sizeof(NCollection_Vec4)); return *this; } //! 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; } 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 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__