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LibGfx: Add Vector4 class

Stephan Unverwerth 4 年 前
コミット
0c5d61ae88
1 ファイル変更112 行追加0 行削除
  1. 112 0
      Userland/Libraries/LibGfx/Vector4.h

+ 112 - 0
Userland/Libraries/LibGfx/Vector4.h

@@ -0,0 +1,112 @@
+/*
+ * 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;