class: etk::template<T> Vector4D
Description:
Synopsis:
+ T m_floats;
+ Vector4D ();
+ Vector4D (const T & _x,
const T & _y,
const T & _z,
const T & _w);
+ Vector4D<T> & operator += (const Vector4D<T> & v);
+ Vector4D<T> operator + (const Vector4D<T> & v);
+ Vector4D<T> & operator -= (const Vector4D<T> & v);
+ Vector4D<T> operator - (const Vector4D<T> & v);
+ Vector4D<T> & operator *= (const T & s);
+ Vector4D<T> operator * (const T & s);
+ Vector4D<T> & operator = (const Vector4D<T> & s);
+ Vector4D<T> & operator = (const T & s);
+ float dot (const Vector4D<T> & v) const;
+ float length2 () const;
+ float length () const;
+ float distance2 (const Vector4D<T> & v) const;
+ float distance (const Vector4D<T> & v) const;
+ Vector4D<T> & normalize ();
+ Vector4D<T> normalized () const;
+ Vector4D<T> absolute () const;
+ Vector4D<T> & operator *= (const Vector4D<T> & v);
+ Vector4D<T> operator * (const Vector4D<T> & v);
+ const T & getX () const;
+ const T & getY () const;
+ const T & getZ () const;
+ const T & getW () const;
+ void setX (T _x);
+ void setY (T _y);
+ void setZ (T _z);
+ void setW (T _w);
+ const T & x () const;
+ const T & y () const;
+ const T & z () const;
+ const T & w () const;
+ operator T * ();
+ operator const T * () const;
+ bool operator == (const Vector4D<T> & other) const;
+ bool operator != (const Vector4D<T> & other) const;
+ void setMax (const Vector4D<T> & other);
+ void setMin (const Vector4D<T> & other);
+ void setValue (const T & _x,
const T & _y,
const T & _z,
const T & _w);
+ void setZero ();
+ bool isZero () const;
Detail:
m_floats
+ T m_floats;
Vector4D
+ Vector4D ();
No initialization constructor (faster ...)
Vector4D
+ Vector4D (const T & _x,
const T & _y,
const T & _z,
const T & _w);
Constructor from scalars
Parameter: | x | X value |
Parameter: | y | Y value |
Parameter: | z | Z value |
operator +=
+ Vector4D<T> & operator += (const Vector4D<T> & v);
Add a vector to this one
operator +
+ Vector4D<T> operator + (const Vector4D<T> & v);
operator -=
+ Vector4D<T> & operator -= (const Vector4D<T> & v);
Subtract a vector from this one
Parameter: | The | vector to subtract |
operator -
+ Vector4D<T> operator - (const Vector4D<T> & v);
operator *=
+ Vector4D<T> & operator *= (const T & s);
Scale the vector
operator *
+ Vector4D<T> operator * (const T & s);
operator =
+ Vector4D<T> & operator = (const Vector4D<T> & s);
Inversely scale the vector
operator =
+ Vector4D<T> & operator = (const T & s);
dot
+ float dot (const Vector4D<T> & v) const;
Return the dot product
length2
+ float length2 () const;
Return the length of the vector squared
length
+ float length () const;
Return the length of the vector
distance2
+ float distance2 (const Vector4D<T> & v) const;
Return the distance squared between the ends of this and another vector
This is symantically treating the vector like a point
distance
+ float distance (const Vector4D<T> & v) const;
Return the distance between the ends of this and another vector
This is symantically treating the vector like a point
normalize
+ Vector4D<T> & normalize ();
Normalize this vector
x^2 + y^2 + z^2 = 1
normalized
+ Vector4D<T> normalized () const;
Return a normalized version of this vector
absolute
+ Vector4D<T> absolute () const;
Return a rotated version of this vector
Return the angle between this and another vector
Return a vector will the absolute values of each element
Parameter: | wAxis | The axis to rotate about |
Parameter: | angle | The angle to rotate by |
Parameter: | v | The other vector |
operator *=
+ Vector4D<T> & operator *= (const Vector4D<T> & v);
Return the cross product between this and another vector
Return the axis with the smallest value
Note return values are 0,1,2 for x, y, or z
Return the axis with the largest value
Note return values are 0,1,2 for x, y, or z
Return the linear interpolation between this and another vector
Elementwise multiply this vector by the other
operator *
+ Vector4D<T> operator * (const Vector4D<T> & v);
getX
+ const T & getX () const;
Return the x value
getY
+ const T & getY () const;
Return the y value
getZ
+ const T & getZ () const;
Return the z value
getW
+ const T & getW () const;
Return the z value
setX
+ void setX (T _x);
Set the x value
setY
+ void setY (T _y);
Set the y value
setZ
+ void setZ (T _z);
Set the z value
setW
+ void setW (T _w);
Set the w value
x
+ const T & x () const;
Return the x value
y
+ const T & y () const;
Return the y value
z
+ const T & z () const;
Return the z value
w
+ const T & w () const;
Return the w value
operator T *
+ operator T * ();
operator const T *
+ operator const T * () const;
operator ==
+ bool operator == (const Vector4D<T> & other) const;
operator !=
+ bool operator != (const Vector4D<T> & other) const;
setMax
+ void setMax (const Vector4D<T> & other);
Set each element to the max of the current values and the values of another btVector3
setMin
+ void setMin (const Vector4D<T> & other);
Set each element to the min of the current values and the values of another btVector3
setValue
+ void setValue (const T & _x,
const T & _y,
const T & _z,
const T & _w);
setZero
+ void setZero ();
isZero
+ bool isZero () const;