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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef NV_NVFOUNDATION_NVVEC4_H #define NV_NVFOUNDATION_NVVEC4_H /** \addtogroup foundation @{ */ #include "NvMath.h" #include "NvVec3.h" #include "NvAssert.h" /** \brief 4 Element vector class. This is a 4-dimensional vector class with public data members. */ #if !NV_DOXYGEN namespace nvidia { #endif class NvVec4 { public: /** \brief default constructor leaves data uninitialized. */ NV_CUDA_CALLABLE NV_INLINE NvVec4() { } /** \brief zero constructor. */ NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec4(NvZERO r) : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { NV_UNUSED(r); } /** \brief Assigns scalar parameter to all elements. Useful to initialize to zero or one. \param[in] a Value to assign to elements. */ explicit NV_CUDA_CALLABLE NV_INLINE NvVec4(float a) : x(a), y(a), z(a), w(a) { } /** \brief Initializes from 3 scalar parameters. \param[in] nx Value to initialize X component. \param[in] ny Value to initialize Y component. \param[in] nz Value to initialize Z component. \param[in] nw Value to initialize W component. */ NV_CUDA_CALLABLE NV_INLINE NvVec4(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw) { } /** \brief Initializes from 3 scalar parameters. \param[in] v Value to initialize the X, Y, and Z components. \param[in] nw Value to initialize W component. */ NV_CUDA_CALLABLE NV_INLINE NvVec4(const NvVec3& v, float nw) : x(v.x), y(v.y), z(v.z), w(nw) { } /** \brief Initializes from an array of scalar parameters. \param[in] v Value to initialize with. */ explicit NV_CUDA_CALLABLE NV_INLINE NvVec4(const float v[]) : x(v[0]), y(v[1]), z(v[2]), w(v[3]) { } /** \brief Copy ctor. */ NV_CUDA_CALLABLE NV_INLINE NvVec4(const NvVec4& v) : x(v.x), y(v.y), z(v.z), w(v.w) { } // Operators /** \brief Assignment operator */ NV_CUDA_CALLABLE NV_INLINE NvVec4& operator=(const NvVec4& p) { x = p.x; y = p.y; z = p.z; w = p.w; return *this; } /** \brief element access */ NV_DEPRECATED NV_CUDA_CALLABLE NV_INLINE float& operator[](unsigned int index) { NV_ASSERT(index <= 3); return reinterpret_cast(this)[index]; } /** \brief element access */ NV_DEPRECATED NV_CUDA_CALLABLE NV_INLINE const float& operator[](unsigned int index) const { NV_ASSERT(index <= 3); return reinterpret_cast(this)[index]; } /** \brief returns true if the two vectors are exactly equal. */ NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvVec4& v) const { return x == v.x && y == v.y && z == v.z && w == v.w; } /** \brief returns true if the two vectors are not exactly equal. */ NV_CUDA_CALLABLE NV_INLINE bool operator!=(const NvVec4& v) const { return x != v.x || y != v.y || z != v.z || w != v.w; } /** \brief tests for exact zero vector */ NV_CUDA_CALLABLE NV_INLINE bool isZero() const { return x == 0 && y == 0 && z == 0 && w == 0; } /** \brief returns true if all 3 elems of the vector are finite (not NAN or INF, etc.) */ NV_CUDA_CALLABLE NV_INLINE bool isFinite() const { return NvIsFinite(x) && NvIsFinite(y) && NvIsFinite(z) && NvIsFinite(w); } /** \brief is normalized - used by API parameter validation */ NV_CUDA_CALLABLE NV_INLINE bool isNormalized() const { const float unitTolerance = 1e-4f; return isFinite() && NvAbs(magnitude() - 1) < unitTolerance; } /** \brief returns the squared magnitude Avoids calling NvSqrt()! */ NV_CUDA_CALLABLE NV_INLINE float magnitudeSquared() const { return x * x + y * y + z * z + w * w; } /** \brief returns the magnitude */ NV_CUDA_CALLABLE NV_INLINE float magnitude() const { return NvSqrt(magnitudeSquared()); } /** \brief negation */ NV_CUDA_CALLABLE NV_INLINE NvVec4 operator-() const { return NvVec4(-x, -y, -z, -w); } /** \brief vector addition */ NV_CUDA_CALLABLE NV_INLINE NvVec4 operator+(const NvVec4& v) const { return NvVec4(x + v.x, y + v.y, z + v.z, w + v.w); } /** \brief vector difference */ NV_CUDA_CALLABLE NV_INLINE NvVec4 operator-(const NvVec4& v) const { return NvVec4(x - v.x, y - v.y, z - v.z, w - v.w); } /** \brief scalar post-multiplication */ NV_CUDA_CALLABLE NV_INLINE NvVec4 operator*(float f) const { return NvVec4(x * f, y * f, z * f, w * f); } /** \brief scalar division */ NV_CUDA_CALLABLE NV_INLINE NvVec4 operator/(float f) const { f = 1.0f / f; return NvVec4(x * f, y * f, z * f, w * f); } /** \brief vector addition */ NV_CUDA_CALLABLE NV_INLINE NvVec4& operator+=(const NvVec4& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } /** \brief vector difference */ NV_CUDA_CALLABLE NV_INLINE NvVec4& operator-=(const NvVec4& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } /** \brief scalar multiplication */ NV_CUDA_CALLABLE NV_INLINE NvVec4& operator*=(float f) { x *= f; y *= f; z *= f; w *= f; return *this; } /** \brief scalar division */ NV_CUDA_CALLABLE NV_INLINE NvVec4& operator/=(float f) { f = 1.0f / f; x *= f; y *= f; z *= f; w *= f; return *this; } /** \brief returns the scalar product of this and other. */ NV_CUDA_CALLABLE NV_INLINE float dot(const NvVec4& v) const { return x * v.x + y * v.y + z * v.z + w * v.w; } /** return a unit vector */ NV_CUDA_CALLABLE NV_INLINE NvVec4 getNormalized() const { float m = magnitudeSquared(); return m > 0.0f ? *this * NvRecipSqrt(m) : NvVec4(0, 0, 0, 0); } /** \brief normalizes the vector in place */ NV_CUDA_CALLABLE NV_INLINE float normalize() { float m = magnitude(); if(m > 0.0f) *this /= m; return m; } /** \brief a[i] * b[i], for all i. */ NV_CUDA_CALLABLE NV_INLINE NvVec4 multiply(const NvVec4& a) const { return NvVec4(x * a.x, y * a.y, z * a.z, w * a.w); } /** \brief element-wise minimum */ NV_CUDA_CALLABLE NV_INLINE NvVec4 minimum(const NvVec4& v) const { return NvVec4(NvMin(x, v.x), NvMin(y, v.y), NvMin(z, v.z), NvMin(w, v.w)); } /** \brief element-wise maximum */ NV_CUDA_CALLABLE NV_INLINE NvVec4 maximum(const NvVec4& v) const { return NvVec4(NvMax(x, v.x), NvMax(y, v.y), NvMax(z, v.z), NvMax(w, v.w)); } NV_CUDA_CALLABLE NV_INLINE NvVec3 getXYZ() const { return NvVec3(x, y, z); } /** \brief set vector elements to zero */ NV_CUDA_CALLABLE NV_INLINE void setZero() { x = y = z = w = 0.0f; } float x, y, z, w; }; NV_CUDA_CALLABLE static NV_INLINE NvVec4 operator*(float f, const NvVec4& v) { return NvVec4(f * v.x, f * v.y, f * v.z, f * v.w); } #if !NV_DOXYGEN } // namespace nvidia #endif /** @} */ #endif // #ifndef NV_NVFOUNDATION_NVVEC4_H