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Vector4.cpp
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#include "Precompiled.hpp"
#include "Vector4.hpp"
namespace Math
{
const Vector4 Vector4::ZERO(0.0f, 0.0f, 0.0f, 0.0f);
const Vector4 Vector4::UNIT_X(1.0f, 0.0f, 0.0f, 0.0f);
const Vector4 Vector4::UNIT_Y(0.0f, 1.0f, 0.0f, 0.0f);
const Vector4 Vector4::UNIT_Z(0.0f, 0.0f, 1.0f, 0.0f);
const Vector4 Vector4::UNIT_W(0.0f, 0.0f, 0.0f, 1.0f);
float Vector4::length() const
{
return DirectX::XMVectorGetX(XMVector4Length(*this));
}
float Vector4::length_squared() const
{
return DirectX::XMVectorGetX(XMVector4LengthSq(*this));
}
void Vector4::normalise()
{
*this = DirectX::XMVector4Normalize(*this);
}
Vector4 Vector4::normalise() const
{
return Vector4(DirectX::XMVector4Normalize(*this));
}
float Vector4::dot(const Vector4& v) const
{
return DirectX::XMVectorGetX(DirectX::XMVector4Dot(*this, v));
}
Vector4 Vector4::cross(const Vector4& a, const Vector4& b) const
{
return Vector4(DirectX::XMVector4Cross(*this, a, b));
}
Vector4 Vector4::lerp(const Vector4& a, const Vector4& b, float t)
{
return Vector4(DirectX::XMVectorLerp(a, b, t));
}
Vector4 Vector4::minimise(const Vector4& a, const Vector4& b)
{
return Vector4(DirectX::XMVectorMin(a, b));
}
Vector4 Vector4::maximise(const Vector4& a, const Vector4& b)
{
return Vector4(DirectX::XMVectorMax(a, b));
}
} // namespace Math