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LibGfx: Add Vector4 class

This commit is contained in:
Stephan Unverwerth 2021-04-18 15:29:04 +02:00 committed by Andreas Kling
parent b0e5e78a01
commit 0c5d61ae88

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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <math.h>
namespace Gfx {
template<typename T>
class Vector4 final {
public:
Vector4() = default;
Vector4(T x, T y, T z, T w)
: m_x(x)
, m_y(y)
, m_z(z)
, m_w(w)
{
}
T x() const { return m_x; }
T y() const { return m_y; }
T z() const { return m_z; }
T w() const { return m_w; }
void set_x(T value) { m_x = value; }
void set_y(T value) { m_y = value; }
void set_z(T value) { m_z = value; }
void set_w(T value) { m_w = value; }
Vector4 operator+(const Vector4& other) const
{
return Vector4(m_x + other.m_x, m_y + other.m_y, m_z + other.m_z, m_w + other.m_w);
}
Vector4 operator-(const Vector4& other) const
{
return Vector4(m_x - other.m_x, m_y - other.m_y, m_z - other.m_z, m_w - other.m_w);
}
Vector4 operator*(T f) const
{
return Vector4(m_x * f, m_y * f, m_z * f, m_w * f);
}
Vector4 operator/(T f) const
{
return Vector4(m_x / f, m_y / f, m_z / f, m_w / f);
}
T dot(const Vector4& other) const
{
return m_x * other.m_x + m_y * other.m_y + m_z * other.m_z + m_w * other.m_w;
}
Vector4 normalized() const
{
T inv_length = 1 / length();
return *this * inv_length;
}
Vector4 clamped(T m, T x) const
{
Vector4 copy { *this };
copy.clamp(m, x);
return copy;
}
void clamp(T min_value, T max_value)
{
m_x = max(min_value, m_x);
m_y = max(min_value, m_y);
m_z = max(min_value, m_z);
m_w = max(min_value, m_w);
m_x = min(max_value, m_x);
m_y = min(max_value, m_y);
m_z = min(max_value, m_z);
m_w = min(max_value, m_w);
}
void normalize()
{
T inv_length = 1 / length();
m_x *= inv_length;
m_y *= inv_length;
m_z *= inv_length;
m_w *= inv_length;
}
T length() const
{
return sqrt(m_x * m_x + m_y * m_y + m_z * m_z + m_w * m_w);
}
private:
T m_x;
T m_y;
T m_z;
T m_w;
};
typedef Vector4<float> FloatVector4;
typedef Vector4<double> DoubleVector4;
}
using Gfx::DoubleVector4;
using Gfx::FloatVector4;
using Gfx::Vector4;