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#ifndef __CGLA_VEC4D_H__
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#ifndef __CGLA_VEC4D_H__
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#define __CGLA_VEC4D_H__
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#define __CGLA_VEC4D_H__
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#include "Vec3d.h"
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#include "Vec3d.h"
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#include "ArithVec4Float.h"
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#include "ArithVec4Float.h"
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namespace CGLA {
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namespace CGLA {
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	/** \brief A four dimensional floating point vector. 
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	/** \brief A four dimensional floating point vector. 
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			This class is also used (via typedef) for
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			This class is also used (via typedef) for
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			homogeneous vectors.
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			homogeneous vectors.
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	*/
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	*/
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	class Vec4d: public ArithVec4Float<float,Vec4d>
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	class Vec4d: public ArithVec4Float<float,Vec4d>
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	{
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	{
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	public:
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	public:
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		/// Construct a (0,0,0,0) homogenous Vector
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		/// Construct a (0,0,0,0) homogenous Vector
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		Vec4d(): ArithVec4Float<float,Vec4d>(0,0,0,0.0) {}
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		Vec4d(): ArithVec4Float<float,Vec4d>(0,0,0,0.0) {}
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		/// Construct a (0,0,0,0) homogenous Vector
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		/// Construct a (0,0,0,0) homogenous Vector
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		explicit Vec4d(float _a): ArithVec4Float<float,Vec4d>(_a,_a,_a,_a) {}
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		explicit Vec4d(float _a): ArithVec4Float<float,Vec4d>(_a,_a,_a,_a) {}
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		/// Construct a 4D vector
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		/// Construct a 4D vector
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		Vec4d(float _a, float _b, float _c, float _d): 
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		Vec4d(float _a, float _b, float _c, float _d): 
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			ArithVec4Float<float,Vec4d>(_a,_b,_c,_d) {}
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			ArithVec4Float<float,Vec4d>(_a,_b,_c,_d) {}
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		/// Construct a homogenous vector (a,b,c,1)
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		/// Construct a homogenous vector (a,b,c,1)
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		Vec4d(float _a, float _b, float _c): 
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		Vec4d(float _a, float _b, float _c): 
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			ArithVec4Float<float,Vec4d>(_a,_b,_c,1.0) {}
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			ArithVec4Float<float,Vec4d>(_a,_b,_c,1.0) {}
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		/// Construct a homogenous vector from a non-homogenous.
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		/// Construct a homogenous vector from a non-homogenous.
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		explicit Vec4d(const Vec3d& v): 
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		explicit Vec4d(const Vec3d& v): 
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			ArithVec4Float<float,Vec4d>(v[0],v[1],v[2],1.0) {}
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			ArithVec4Float<float,Vec4d>(v[0],v[1],v[2],1.0) {}
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		/// Construct a homogenous vector from a non-homogenous.
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		/// Construct a homogenous vector from a non-homogenous.
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		explicit Vec4d(const Vec3d& v,float _d): 
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		explicit Vec4d(const Vec3d& v,float _d): 
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			ArithVec4Float<float,Vec4d>(v[0],v[1],v[2],_d) {}
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			ArithVec4Float<float,Vec4d>(v[0],v[1],v[2],_d) {}
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		operator Vec3d() const
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		operator Vec3d() const
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		{
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		{
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			float k = 1.0/(*this)[3];
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			float k = 1.0/(*this)[3];
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			return Vec3d((*this)[0]*k,(*this)[1]*k,(*this)[2]*k);
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			return Vec3d((*this)[0]*k,(*this)[1]*k,(*this)[2]*k);
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		}
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		}
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	};
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	};
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}
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}
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#endif
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#endif
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