// Copyright (C) 2006 Mathias Froehlich - Mathias.Froehlich@web.de // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Library General Public // License as published by the Free Software Foundation; either // version 2 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Library General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // #ifndef SGVec4_H #define SGVec4_H #include #include template struct SGVec4Storage { /// Readonly raw storage interface const T (&data(void) const)[4] { return _data; } /// Readonly raw storage interface T (&data(void))[4] { return _data; } void osg() const { } private: T _data[4]; }; template<> struct SGVec4Storage : public osg::Vec4f { /// Access raw data by index, the index is unchecked const float (&data(void) const)[4] { return osg::Vec4f::_v; } /// Access raw data by index, the index is unchecked float (&data(void))[4] { return osg::Vec4f::_v; } const osg::Vec4f& osg() const { return *this; } osg::Vec4f& osg() { return *this; } }; template<> struct SGVec4Storage : public osg::Vec4d { /// Access raw data by index, the index is unchecked const double (&data(void) const)[4] { return osg::Vec4d::_v; } /// Access raw data by index, the index is unchecked double (&data(void))[4] { return osg::Vec4d::_v; } const osg::Vec4d& osg() const { return *this; } osg::Vec4d& osg() { return *this; } }; /// 4D Vector Class template class SGVec4 : protected SGVec4Storage { public: typedef T value_type; /// Default constructor. Does not initialize at all. /// If you need them zero initialized, use SGVec4::zeros() SGVec4(void) { /// Initialize with nans in the debug build, that will guarantee to have /// a fast uninitialized default constructor in the release but shows up /// uninitialized values in the debug build very fast ... #ifndef NDEBUG for (unsigned i = 0; i < 4; ++i) data()[i] = SGLimits::quiet_NaN(); #endif } /// Constructor. Initialize by the given values SGVec4(T x, T y, T z, T w) { data()[0] = x; data()[1] = y; data()[2] = z; data()[3] = w; } /// Constructor. Initialize by the content of a plain array, /// make sure it has at least 3 elements explicit SGVec4(const T* d) { data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; } explicit SGVec4(const osg::Vec4f& d) { data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; } explicit SGVec4(const osg::Vec4d& d) { data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; } explicit SGVec4(const SGVec3& v3, const T& v4 = 0) { data()[0] = v3[0]; data()[1] = v3[1]; data()[2] = v3[2]; data()[3] = v4; } /// Access by index, the index is unchecked const T& operator()(unsigned i) const { return data()[i]; } /// Access by index, the index is unchecked T& operator()(unsigned i) { return data()[i]; } /// Access raw data by index, the index is unchecked const T& operator[](unsigned i) const { return data()[i]; } /// Access raw data by index, the index is unchecked T& operator[](unsigned i) { return data()[i]; } /// Access the x component const T& x(void) const { return data()[0]; } /// Access the x component T& x(void) { return data()[0]; } /// Access the y component const T& y(void) const { return data()[1]; } /// Access the y component T& y(void) { return data()[1]; } /// Access the z component const T& z(void) const { return data()[2]; } /// Access the z component T& z(void) { return data()[2]; } /// Access the x component const T& w(void) const { return data()[3]; } /// Access the x component T& w(void) { return data()[3]; } /// Get the data pointer using SGVec4Storage::data; /// Readonly interface function to ssg's sgVec4/sgdVec4 const T (&sg(void) const)[4] { return data(); } /// Interface function to ssg's sgVec4/sgdVec4 T (&sg(void))[4] { return data(); } /// Interface function to osg's Vec4* using SGVec4Storage::osg; /// Inplace addition SGVec4& operator+=(const SGVec4& v) { data()[0]+=v(0);data()[1]+=v(1);data()[2]+=v(2);data()[3]+=v(3);return *this; } /// Inplace subtraction SGVec4& operator-=(const SGVec4& v) { data()[0]-=v(0);data()[1]-=v(1);data()[2]-=v(2);data()[3]-=v(3);return *this; } /// Inplace scalar multiplication template SGVec4& operator*=(S s) { data()[0] *= s; data()[1] *= s; data()[2] *= s; data()[3] *= s; return *this; } /// Inplace scalar multiplication by 1/s template SGVec4& operator/=(S s) { return operator*=(1/T(s)); } /// Return an all zero vector static SGVec4 zeros(void) { return SGVec4(0, 0, 0, 0); } /// Return unit vectors static SGVec4 e1(void) { return SGVec4(1, 0, 0, 0); } static SGVec4 e2(void) { return SGVec4(0, 1, 0, 0); } static SGVec4 e3(void) { return SGVec4(0, 0, 1, 0); } static SGVec4 e4(void) { return SGVec4(0, 0, 0, 1); } }; /// Unary +, do nothing ... template inline const SGVec4& operator+(const SGVec4& v) { return v; } /// Unary -, do nearly nothing template inline SGVec4 operator-(const SGVec4& v) { return SGVec4(-v(0), -v(1), -v(2), -v(3)); } /// Binary + template inline SGVec4 operator+(const SGVec4& v1, const SGVec4& v2) { return SGVec4(v1(0)+v2(0), v1(1)+v2(1), v1(2)+v2(2), v1(3)+v2(3)); } /// Binary - template inline SGVec4 operator-(const SGVec4& v1, const SGVec4& v2) { return SGVec4(v1(0)-v2(0), v1(1)-v2(1), v1(2)-v2(2), v1(3)-v2(3)); } /// Scalar multiplication template inline SGVec4 operator*(S s, const SGVec4& v) { return SGVec4(s*v(0), s*v(1), s*v(2), s*v(3)); } /// Scalar multiplication template inline SGVec4 operator*(const SGVec4& v, S s) { return SGVec4(s*v(0), s*v(1), s*v(2), s*v(3)); } /// multiplication as a multiplicator, that is assume that the first vector /// represents a 4x4 diagonal matrix with the diagonal elements in the vector. /// Then the result is the product of that matrix times the second vector. template inline SGVec4 mult(const SGVec4& v1, const SGVec4& v2) { return SGVec4(v1(0)*v2(0), v1(1)*v2(1), v1(2)*v2(2), v1(3)*v2(3)); } /// component wise min template inline SGVec4 min(const SGVec4& v1, const SGVec4& v2) { return SGVec4(SGMisc::min(v1(0), v2(0)), SGMisc::min(v1(1), v2(1)), SGMisc::min(v1(2), v2(2)), SGMisc::min(v1(3), v2(3))); } template inline SGVec4 min(const SGVec4& v, S s) { return SGVec4(SGMisc::min(s, v(0)), SGMisc::min(s, v(1)), SGMisc::min(s, v(2)), SGMisc::min(s, v(3))); } template inline SGVec4 min(S s, const SGVec4& v) { return SGVec4(SGMisc::min(s, v(0)), SGMisc::min(s, v(1)), SGMisc::min(s, v(2)), SGMisc::min(s, v(3))); } /// component wise max template inline SGVec4 max(const SGVec4& v1, const SGVec4& v2) { return SGVec4(SGMisc::max(v1(0), v2(0)), SGMisc::max(v1(1), v2(1)), SGMisc::max(v1(2), v2(2)), SGMisc::max(v1(3), v2(3))); } template inline SGVec4 max(const SGVec4& v, S s) { return SGVec4(SGMisc::max(s, v(0)), SGMisc::max(s, v(1)), SGMisc::max(s, v(2)), SGMisc::max(s, v(3))); } template inline SGVec4 max(S s, const SGVec4& v) { return SGVec4(SGMisc::max(s, v(0)), SGMisc::max(s, v(1)), SGMisc::max(s, v(2)), SGMisc::max(s, v(3))); } /// Scalar dot product template inline T dot(const SGVec4& v1, const SGVec4& v2) { return v1(0)*v2(0) + v1(1)*v2(1) + v1(2)*v2(2) + v1(3)*v2(3); } /// The euclidean norm of the vector, that is what most people call length template inline T norm(const SGVec4& v) { return sqrt(dot(v, v)); } /// The euclidean norm of the vector, that is what most people call length template inline T length(const SGVec4& v) { return sqrt(dot(v, v)); } /// The 1-norm of the vector, this one is the fastest length function we /// can implement on modern cpu's template inline T norm1(const SGVec4& v) { return fabs(v(0)) + fabs(v(1)) + fabs(v(2)) + fabs(v(3)); } /// The inf-norm of the vector template inline T normI(const SGVec4& v) { return SGMisc::max(fabs(v(0)), fabs(v(1)), fabs(v(2)), fabs(v(2))); } /// The euclidean norm of the vector, that is what most people call length template inline SGVec4 normalize(const SGVec4& v) { return (1/norm(v))*v; } /// Return true if exactly the same template inline bool operator==(const SGVec4& v1, const SGVec4& v2) { return v1(0)==v2(0) && v1(1)==v2(1) && v1(2)==v2(2) && v1(3)==v2(3); } /// Return true if not exactly the same template inline bool operator!=(const SGVec4& v1, const SGVec4& v2) { return ! (v1 == v2); } /// Return true if smaller, good for putting that into a std::map template inline bool operator<(const SGVec4& v1, const SGVec4& v2) { if (v1(0) < v2(0)) return true; else if (v2(0) < v1(0)) return false; else if (v1(1) < v2(1)) return true; else if (v2(1) < v1(1)) return false; else if (v1(2) < v2(2)) return true; else if (v2(2) < v1(2)) return false; else return (v1(3) < v2(3)); } template inline bool operator<=(const SGVec4& v1, const SGVec4& v2) { if (v1(0) < v2(0)) return true; else if (v2(0) < v1(0)) return false; else if (v1(1) < v2(1)) return true; else if (v2(1) < v1(1)) return false; else if (v1(2) < v2(2)) return true; else if (v2(2) < v1(2)) return false; else return (v1(3) <= v2(3)); } template inline bool operator>(const SGVec4& v1, const SGVec4& v2) { return operator<(v2, v1); } template inline bool operator>=(const SGVec4& v1, const SGVec4& v2) { return operator<=(v2, v1); } /// Return true if equal to the relative tolerance tol template inline bool equivalent(const SGVec4& v1, const SGVec4& v2, T rtol, T atol) { return norm1(v1 - v2) < rtol*(norm1(v1) + norm1(v2)) + atol; } /// Return true if equal to the relative tolerance tol template inline bool equivalent(const SGVec4& v1, const SGVec4& v2, T rtol) { return norm1(v1 - v2) < rtol*(norm1(v1) + norm1(v2)); } /// Return true if about equal to roundoff of the underlying type template inline bool equivalent(const SGVec4& v1, const SGVec4& v2) { T tol = 100*SGLimits::epsilon(); return equivalent(v1, v2, tol, tol); } /// The euclidean distance of the two vectors template inline T dist(const SGVec4& v1, const SGVec4& v2) { return norm(v1 - v2); } /// The squared euclidean distance of the two vectors template inline T distSqr(const SGVec4& v1, const SGVec4& v2) { SGVec4 tmp = v1 - v2; return dot(tmp, tmp); } #ifndef NDEBUG template inline bool isNaN(const SGVec4& v) { return SGMisc::isNaN(v(0)) || SGMisc::isNaN(v(1)) || SGMisc::isNaN(v(2)) || SGMisc::isNaN(v(3)); } #endif /// Output to an ostream template inline std::basic_ostream& operator<<(std::basic_ostream& s, const SGVec4& v) { return s << "[ " << v(0) << ", " << v(1) << ", " << v(2) << ", " << v(3) << " ]"; } inline SGVec4f toVec4f(const SGVec4d& v) { return SGVec4f((float)v(0), (float)v(1), (float)v(2), (float)v(3)); } inline SGVec4d toVec4d(const SGVec4f& v) { return SGVec4d(v(0), v(1), v(2), v(3)); } #endif