ewol/Sources/libetk/etk/math/Vector4D.h

206 lines
5.8 KiB
C++

/**
*******************************************************************************
* @file etk/math/Vector4D.h
* @brief Ewol Tool Kit : Vector 4 dimention (x, y, z, w) or (x, y, width, height)
* @author Edouard DUPIN
* @date 26/10/2012
* @par Project
* Ewol TK
*
* @par Copyright
* Copyright 2011 Edouard DUPIN, all right reserved
*
* This software is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY.
*
* Licence summary :
* You can modify and redistribute the sources code and binaries.
* You can send me the bug-fix
*
* Term of the licence in in the file licence.txt.
*
*******************************************************************************
*/
#ifndef __ETK_MATH_VECTOR4D_H__
#define __ETK_MATH_VECTOR4D_H__
namespace etk
{
template <typename T> class Vector4D
{
public:
T x;
T y;
union {
T z;
T width;
};
union {
T w;
T height;
};
public:
/*****************************************************
* Constructor
*****************************************************/
Vector4D(void) : x(0), y(0), z(0), w(0) { };
Vector4D(double _x, double _y, double _z, double _w) : x(_x), y(_y), z(_z), w(_w) { };
Vector4D(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { };
Vector4D(int32_t _x, int32_t _y, int32_t _z, int32_t _w) : x(_x), y(_y), z(_z), w(_w) { };
Vector4D(const Vector4D<double>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
Vector4D(const Vector4D<float>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
Vector4D(const Vector4D<int32_t>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
~Vector4D(void) { };
/*****************************************************
* = assigment
*****************************************************/
const Vector4D<T>& operator= (const Vector4D<T>& obj ) {
x = (T)obj.x;
y = (T)obj.y;
z = (T)obj.z;
w = (T)obj.w;
return *this;
}
/*****************************************************
* == operator
*****************************************************/
bool operator== (const Vector4D<T>& obj) const {
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z) {
return true;
}
return false;
}
/*****************************************************
* != operator
*****************************************************/
bool operator!= (const Vector4D<T>& obj) const {
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z && (T)obj.w == w) {
return false;
}
return true;
}
/*****************************************************
* += operator
*****************************************************/
const Vector4D<T>& operator+= (const Vector4D<T>& obj) {
x += (T)obj.x;
y += (T)obj.y;
z += (T)obj.z;
w += (T)obj.w;
return *this;
}
/*****************************************************
* + operator
*****************************************************/
Vector4D<T> operator+ (const Vector4D<T>& obj) {
Vector4D<T> tmpp(x,y,y);
tmpp.x += (T)obj.x;
tmpp.y += (T)obj.y;
tmpp.z += (T)obj.z;
tmpp.w += (T)obj.w;
return *this;
}
/*****************************************************
* -= operator
*****************************************************/
const Vector4D<T>& operator-= (const Vector4D<T>& obj) {
x -= (T)obj.x;
y -= (T)obj.y;
z -= (T)obj.z;
w -= (T)obj.w;
return *this;
}
/*****************************************************
* - operator
*****************************************************/
Vector4D<T> operator- (const Vector4D<T>& obj) {
Vector4D<T> tmpp(x,y,y);
tmpp.x -= (T)obj.x;
tmpp.y -= (T)obj.y;
tmpp.z -= (T)obj.z;
tmpp.w -= (T)obj.w;
return *this;
}
/*****************************************************
* /= operator
*****************************************************/
const Vector4D<T>& operator/= (const Vector4D<T>& obj) {
x /= (T)obj.x;
y /= (T)obj.y;
z /= (T)obj.z;
w /= (T)obj.w;
return *this;
}
/*****************************************************
* / operator
*****************************************************/
Vector4D<T> operator/ (const Vector4D<T>& obj) {
Vector4D<T> tmpp(x,y,y);
tmpp.x /= (T)obj.x;
tmpp.y /= (T)obj.y;
tmpp.z /= (T)obj.z;
tmpp.w /= (T)obj.w;
return *this;
}
/*****************************************************
* *= operator
*****************************************************/
const Vector4D<T>& operator*= (const Vector4D<T>& obj) {
x *= (T)obj.x;
y *= (T)obj.y;
z *= (T)obj.z;
w *= (T)obj.w;
return *this;
}
/*****************************************************
* * operator
*****************************************************/
Vector4D<T> operator* (const Vector4D<T>& obj) {
Vector4D<T> tmpp(x,y,y);
tmpp.x *= (T)obj.x;
tmpp.y *= (T)obj.y;
tmpp.z *= (T)obj.z;
tmpp.w *= (T)obj.w;
return *this;
}
/*****************************************************
* ++ operator
*****************************************************/
Vector4D<T>& operator++() // prefix
{
++x;
++y;
++z;
++w;
return *this;
}
Vector4D<T> operator++(int unused) // postfix
{
Vector4D<T> result = *this;
++(*this);
return result;
}
/*****************************************************
* -- operator
*****************************************************/
Vector4D<T>& operator--() // prefix
{
--x;
--y;
--z;
--w;
return *this;
}
Vector4D<T> operator--(int unused) // postfix
{
Vector4D<T> result = *this;
--(*this);
return result;
}
};
};
#endif