391 lines
11 KiB
C++
391 lines
11 KiB
C++
#ifndef VEC4_HPP
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#define VEC4_HPP
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#include "vec3.hpp"
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#include <cmath>
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#include <algorithm>
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#include <string>
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#include <ostream>
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#include <cstdint>
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class Vec4 {
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public:
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union {
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struct { float x, y, z, w; };
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struct { float r, g, b, a; };
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struct { float s, t, p, q; }; // For texture coordinates
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};
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// Constructors
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Vec4() : x(0), y(0), z(0), w(0) {}
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Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
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Vec4(float scalar) : x(scalar), y(scalar), z(scalar), w(scalar) {}
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Vec4(const Vec3& rgb, float w = 1.0f) : x(rgb.x), y(rgb.y), z(rgb.z), w(w) {}
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static Vec4 RGB(float r, float g, float b, float a = 1.0f) { return Vec4(r, g, b, a); }
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static Vec4 RGBA(float r, float g, float b, float a) { return Vec4(r, g, b, a); }
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Vec4& recolor(const Vec4 newColor) {
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r = newColor.r;
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g = newColor.g;
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b = newColor.b;
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a = newColor.a;
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return *this;
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}
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Vec4 operator+(const Vec4& other) const {
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return Vec4(x + other.x, y + other.y, z + other.z, w + other.w);
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}
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Vec4 operator-(const Vec4& other) const {
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return Vec4(x - other.x, y - other.y, z - other.z, w - other.w);
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}
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Vec4 operator*(const Vec4& other) const {
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return Vec4(x * other.x, y * other.y, z * other.z, w * other.w);
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}
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Vec4 operator/(const Vec4& other) const {
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return Vec4(x / other.x, y / other.y, z / other.z, w / other.w);
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}
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Vec4 operator+(float scalar) const {
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return Vec4(x + scalar, y + scalar, z + scalar, w + scalar);
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}
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Vec4 operator-(float scalar) const {
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return Vec4(x - scalar, y - scalar, z - scalar, w - scalar);
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}
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Vec4 operator-() const {
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return Vec4(-x, -y, -z, -w);
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}
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Vec4 operator*(float scalar) const {
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return Vec4(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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Vec4 operator/(float scalar) const {
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return Vec4(x / scalar, y / scalar, z / scalar, w / scalar);
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}
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Vec4& operator=(float scalar) {
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x = y = z = w = scalar;
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return *this;
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}
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Vec4& operator+=(const Vec4& other) {
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x += other.x;
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y += other.y;
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z += other.z;
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w += other.w;
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return *this;
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}
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Vec4& operator-=(const Vec4& other) {
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x -= other.x;
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y -= other.y;
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z -= other.z;
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w -= other.w;
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return *this;
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}
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Vec4& operator*=(const Vec4& other) {
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x *= other.x;
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y *= other.y;
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z *= other.z;
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w *= other.w;
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return *this;
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}
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Vec4& operator/=(const Vec4& other) {
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x /= other.x;
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y /= other.y;
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z /= other.z;
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w /= other.w;
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return *this;
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}
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Vec4& operator+=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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w += scalar;
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return *this;
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}
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Vec4& operator-=(float scalar) {
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x -= scalar;
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y -= scalar;
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z -= scalar;
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w -= scalar;
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return *this;
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}
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Vec4& operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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z *= scalar;
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w *= scalar;
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return *this;
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}
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Vec4& operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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z /= scalar;
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w /= scalar;
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return *this;
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}
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float dot(const Vec4& other) const {
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return x * other.x + y * other.y + z * other.z + w * other.w;
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}
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// 4D cross product (returns vector perpendicular to 3 given vectors in 4D space)
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Vec4 cross(const Vec4& v1, const Vec4& v2, const Vec4& v3) const {
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float a = v1.y * (v2.z * v3.w - v2.w * v3.z) -
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v1.z * (v2.y * v3.w - v2.w * v3.y) +
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v1.w * (v2.y * v3.z - v2.z * v3.y);
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float b = -v1.x * (v2.z * v3.w - v2.w * v3.z) +
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v1.z * (v2.x * v3.w - v2.w * v3.x) -
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v1.w * (v2.x * v3.z - v2.z * v3.x);
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float c = v1.x * (v2.y * v3.w - v2.w * v3.y) -
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v1.y * (v2.x * v3.w - v2.w * v3.x) +
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v1.w * (v2.x * v3.y - v2.y * v3.x);
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float d = -v1.x * (v2.y * v3.z - v2.z * v3.y) +
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v1.y * (v2.x * v3.z - v2.z * v3.x) -
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v1.z * (v2.x * v3.y - v2.y * v3.x);
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return Vec4(a, b, c, d);
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}
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float length() const {
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return std::sqrt(x * x + y * y + z * z + w * w);
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}
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float lengthSquared() const {
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return x * x + y * y + z * z + w * w;
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}
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float distance(const Vec4& other) const {
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return (*this - other).length();
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}
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float distanceSquared(const Vec4& other) const {
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Vec4 diff = *this - other;
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return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z + diff.w * diff.w;
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}
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Vec4 normalized() const {
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float len = length();
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if (len > 0) {
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return *this / len;
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}
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return *this;
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}
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// Homogeneous normalization (divide by w)
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Vec4 homogenized() const {
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if (w != 0.0f) {
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return Vec4(x / w, y / w, z / w, 1.0f);
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}
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return *this;
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}
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// Clamp values between 0 and 1
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Vec4 clamped() const {
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return Vec4(
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std::clamp(r, 0.0f, 1.0f),
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std::clamp(g, 0.0f, 1.0f),
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std::clamp(b, 0.0f, 1.0f),
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std::clamp(a, 0.0f, 1.0f)
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);
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}
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// Convert to Vec3 (ignoring alpha)
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Vec3 toVec3() const {
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return Vec3(r, g, b);
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}
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// Convert to 8-bit color values
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void toUint8(uint8_t& red, uint8_t& green, uint8_t& blue, uint8_t& alpha) const {
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red = static_cast<uint8_t>(std::clamp(r, 0.0f, 1.0f) * 255);
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green = static_cast<uint8_t>(std::clamp(g, 0.0f, 1.0f) * 255);
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blue = static_cast<uint8_t>(std::clamp(b, 0.0f, 1.0f) * 255);
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alpha = static_cast<uint8_t>(std::clamp(a, 0.0f, 1.0f) * 255);
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}
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void toUint8(uint8_t& red, uint8_t& green, uint8_t& blue) const {
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red = static_cast<uint8_t>(std::clamp(r, 0.0f, 1.0f) * 255);
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green = static_cast<uint8_t>(std::clamp(g, 0.0f, 1.0f) * 255);
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blue = static_cast<uint8_t>(std::clamp(b, 0.0f, 1.0f) * 255);
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}
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// Get XYZ components as Vec3
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class Vec3 xyz() const;
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// Get RGB components as Vec3
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class Vec3 rgb() const;
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bool operator==(const Vec4& other) const {
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return x == other.x && y == other.y && z == other.z && w == other.w;
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}
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bool operator!=(const Vec4& other) const {
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return x != other.x || y != other.y || z != other.z || w != other.w;
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}
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bool operator<(const Vec4& other) const {
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return (x < other.x) ||
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(x == other.x && y < other.y) ||
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(x == other.x && y == other.y && z < other.z) ||
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(x == other.x && y == other.y && z == other.z && w < other.w);
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}
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bool operator<=(const Vec4& other) const {
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return (x < other.x) ||
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(x == other.x && y < other.y) ||
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(x == other.x && y == other.y && z < other.z) ||
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(x == other.x && y == other.y && z == other.z && w <= other.w);
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}
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bool operator>(const Vec4& other) const {
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return (x > other.x) ||
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(x == other.x && y > other.y) ||
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(x == other.x && y == other.y && z > other.z) ||
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(x == other.x && y == other.y && z == other.z && w > other.w);
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}
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bool operator>=(const Vec4& other) const {
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return (x > other.x) ||
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(x == other.x && y > other.y) ||
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(x == other.x && y == other.y && z > other.z) ||
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(x == other.x && y == other.y && z == other.z && w >= other.w);
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}
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Vec4 abs() const {
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return Vec4(std::abs(x), std::abs(y), std::abs(z), std::abs(w));
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}
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Vec4 floor() const {
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return Vec4(std::floor(x), std::floor(y), std::floor(z), std::floor(w));
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}
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Vec4 ceil() const {
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return Vec4(std::ceil(x), std::ceil(y), std::ceil(z), std::ceil(w));
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}
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Vec4 round() const {
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return Vec4(std::round(x), std::round(y), std::round(z), std::round(w));
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}
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Vec4 min(const Vec4& other) const {
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return Vec4(std::min(x, other.x), std::min(y, other.y),
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std::min(z, other.z), std::min(w, other.w));
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}
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Vec4 max(const Vec4& other) const {
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return Vec4(std::max(x, other.x), std::max(y, other.y),
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std::max(z, other.z), std::max(w, other.w));
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}
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Vec4 clamp(float minVal, float maxVal) const {
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return Vec4(
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std::clamp(x, minVal, maxVal),
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std::clamp(y, minVal, maxVal),
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std::clamp(z, minVal, maxVal),
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std::clamp(w, minVal, maxVal)
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);
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}
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// Color-specific clamping (clamps RGB between 0 and 1)
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Vec4 clampColor() const {
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return Vec4(
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std::clamp(r, 0.0f, 1.0f),
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std::clamp(g, 0.0f, 1.0f),
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std::clamp(b, 0.0f, 1.0f),
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std::clamp(a, 0.0f, 1.0f)
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);
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}
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bool isZero(float epsilon = 1e-10f) const {
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return std::abs(x) < epsilon && std::abs(y) < epsilon &&
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std::abs(z) < epsilon && std::abs(w) < epsilon;
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}
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bool equals(const Vec4& other, float epsilon = 1e-10f) const {
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return std::abs(x - other.x) < epsilon &&
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std::abs(y - other.y) < epsilon &&
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std::abs(z - other.z) < epsilon &&
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std::abs(w - other.w) < epsilon;
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}
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friend Vec4 operator+(float scalar, const Vec4& vec) {
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return Vec4(scalar + vec.x, scalar + vec.y, scalar + vec.z, scalar + vec.w);
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}
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friend Vec4 operator-(float scalar, const Vec4& vec) {
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return Vec4(scalar - vec.x, scalar - vec.y, scalar - vec.z, scalar - vec.w);
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}
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friend Vec4 operator*(float scalar, const Vec4& vec) {
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return Vec4(scalar * vec.x, scalar * vec.y, scalar * vec.z, scalar * vec.w);
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}
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friend Vec4 operator/(float scalar, const Vec4& vec) {
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return Vec4(scalar / vec.x, scalar / vec.y, scalar / vec.z, scalar / vec.w);
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}
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Vec4 lerp(const Vec4& other, float t) const {
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t = std::clamp(t, 0.0f, 1.0f);
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return *this + (other - *this) * t;
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}
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// Convert to grayscale using standard RGB weights
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float grayscale() const {
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return r * 0.299f + g * 0.587f + b * 0.114f;
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}
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// Color inversion (1.0 - color)
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Vec4 inverted() const {
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return Vec4(1.0f - r, 1.0f - g, 1.0f - b, a);
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}
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float& operator[](int index) {
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return (&x)[index];
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}
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const float& operator[](int index) const {
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return (&x)[index];
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}
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std::string toString() const {
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return "(" + std::to_string(x) + ", " + std::to_string(y) + ", " +
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std::to_string(z) + ", " + std::to_string(w) + ")";
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}
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std::string toColorString() const {
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return "RGBA(" + std::to_string(r) + ", " + std::to_string(g) + ", " +
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std::to_string(b) + ", " + std::to_string(a) + ")";
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}
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};
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inline std::ostream& operator<<(std::ostream& os, const Vec4& vec) {
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os << vec.toString();
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return os;
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}
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namespace std {
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template<>
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struct hash<Vec4> {
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size_t operator()(const Vec4& v) const {
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return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1) ^
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(hash<float>()(v.z) << 2) ^ (hash<float>()(v.w) << 3);
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}
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};
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}
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#endif |