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