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Vector4.hpp
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#pragma once
#ifndef __MATHS_VECTOR4_HPP__
#define __MATHS_VECTOR4_HPP__
namespace Math
{
class Vector4 : public DirectX::XMFLOAT4A
{
public:
//--------------------------------------------------------------------------
// Constructors
//
Vector4() : DirectX::XMFLOAT4A()
{
}
Vector4(float x, float y, float z, float w) : DirectX::XMFLOAT4A(x, y, z, w)
{
}
explicit Vector4(const float* v) : DirectX::XMFLOAT4A(v)
{
}
explicit Vector4(DirectX::FXMVECTOR v)
{
DirectX::XMStoreFloat4A(this, v);
}
Vector4(const Vector4& v) : DirectX::XMFLOAT4A(v)
{
}
//--------------------------------------------------------------------------
// Assignment
//
Vector4& operator = (DirectX::FXMVECTOR v)
{
DirectX::XMStoreFloat4A(this, v);
return *this;
}
Vector4& operator = (const Vector4& v)
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
return *this;
}
//--------------------------------------------------------------------------
// Conversion
//
operator DirectX::XMVECTOR () const
{
return DirectX::XMLoadFloat4A(this);
}
//--------------------------------------------------------------------------
// Comparison
//
bool operator == (const Vector4& v) const
{
return x == v.x && y == v.y && z == v.z && w == v.w;
}
bool operator != (const Vector4& v) const
{
return x != v.x || y != v.y || z != v.z || w != v.w;
}
bool operator < (const Vector4& v) const
{
return x < v.x && y < v.y && z < v.z && w < v.w;
}
bool operator <= (const Vector4& v) const
{
return x <= v.x && y <= v.y && z <= v.z && w <= v.w;
}
bool operator > (const Vector4& v) const
{
return x > v.x && y > v.y && z > v.z && w > v.w;
}
bool operator >= (const Vector4& v) const
{
return x >= v.x && y >= v.y && z >= v.z && w >= v.w;
}
//--------------------------------------------------------------------------
// Computation
//
float length() const;
float length_squared() const;
void normalise();
Vector4 normalise() const;
float dot(const Vector4& v) const;
Vector4 cross(const Vector4& a, const Vector4& b) const;
//--------------------------------------------------------------------------
// Arithmetic Operators
//
Vector4 operator + (const Vector4& v) const
{
return Vector4(DirectX::XMVectorAdd(*this, v));
}
Vector4 operator - (const Vector4& v) const
{
return Vector4(DirectX::XMVectorSubtract(*this, v));
}
Vector4 operator * (const Vector4& v) const
{
return Vector4(DirectX::XMVectorMultiply(*this, v));
}
Vector4 operator / (const Vector4& v) const
{
return Vector4(DirectX::XMVectorDivide(*this, v));
}
Vector4 operator - () const
{
return Vector4(-x, -y, -z, -w);
}
Vector4 operator * (const float n) const
{
return Vector4(DirectX::XMVectorMultiply(*this, DirectX::XMVectorReplicate(n)));
}
friend Vector4 operator * (const float n, const Vector4& v)
{
return Vector4(DirectX::XMVectorMultiply(DirectX::XMVectorReplicate(n), v));
}
Vector4 operator / (const float n) const
{
return Vector4(DirectX::XMVectorDivide(*this, DirectX::XMVectorReplicate(n)));
}
Vector4& operator += (const Vector4& v)
{
return *this = DirectX::XMVectorAdd(*this, v);
}
Vector4& operator -= (const Vector4& v)
{
return *this = DirectX::XMVectorSubtract(*this, v);
}
Vector4& operator *= (const Vector4& v)
{
return *this = DirectX::XMVectorMultiply(*this, v);
}
Vector4& operator /= (const Vector4& v)
{
return *this = DirectX::XMVectorDivide(*this, v);
}
Vector4& operator *= (const float n)
{
return *this = DirectX::XMVectorMultiply(*this, DirectX::XMVectorReplicate(n));
}
Vector4& operator /= (const float n)
{
return *this = DirectX::XMVectorDivide(*this, DirectX::XMVectorReplicate(n));
}
//--------------------------------------------------------------------------
// Auxilliary Functions
//
static Vector4 lerp(const Vector4& a, const Vector4& b, float t);
static Vector4 minimise(const Vector4& a, const Vector4& b);
static Vector4 maximise(const Vector4& a, const Vector4& b);
//--------------------------------------------------------------------------
// Constants
//
static const Vector4 ZERO;
static const Vector4 UNIT_X;
static const Vector4 UNIT_Y;
static const Vector4 UNIT_Z;
static const Vector4 UNIT_W;
};
} // namespace Math
#endif // __MATHS_VECTOR4_HPP__