open_toontown_panda3d/panda/src/linmath/lvecBase4_src.h

159 lines
5.8 KiB
C++

// Filename: lvecBase4_src.h
// Created by: drose (08Mar00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Class : LVecBase4
// Description : This is the base class for all three-component
// vectors and points.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA FLOATNAME(LVecBase4) {
PUBLISHED:
typedef const FLOATTYPE *iterator;
typedef const FLOATTYPE *const_iterator;
INLINE_LINMATH FLOATNAME(LVecBase4)();
INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVecBase4) &copy);
INLINE_LINMATH FLOATNAME(LVecBase4) &operator = (const FLOATNAME(LVecBase4) &copy);
INLINE_LINMATH FLOATNAME(LVecBase4) &operator = (FLOATTYPE fill_value);
INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE fill_value);
INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
INLINE_LINMATH static const FLOATNAME(LVecBase4) &zero();
INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_x();
INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_y();
INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_z();
INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_w();
INLINE_LINMATH ~FLOATNAME(LVecBase4)();
INLINE_LINMATH FLOATTYPE operator [](int i) const;
INLINE_LINMATH FLOATTYPE &operator [](int i);
INLINE_LINMATH bool is_nan() const;
INLINE_LINMATH FLOATTYPE get_cell(int i) const;
INLINE_LINMATH FLOATTYPE get_x() const;
INLINE_LINMATH FLOATTYPE get_y() const;
INLINE_LINMATH FLOATTYPE get_z() const;
INLINE_LINMATH FLOATTYPE get_w() const;
INLINE_LINMATH void set_cell(int i, FLOATTYPE value);
INLINE_LINMATH void set_x(FLOATTYPE value);
INLINE_LINMATH void set_y(FLOATTYPE value);
INLINE_LINMATH void set_z(FLOATTYPE value);
INLINE_LINMATH void set_w(FLOATTYPE value);
// These next functions add to an existing value.
// i.e. foo.set_x(foo.get_x() + value)
// These are useful to reduce overhead in scripting
// languages:
INLINE_LINMATH void add_to_cell(int i, FLOATTYPE value);
INLINE_LINMATH void add_x(FLOATTYPE value);
INLINE_LINMATH void add_y(FLOATTYPE value);
INLINE_LINMATH void add_z(FLOATTYPE value);
INLINE_LINMATH void add_w(FLOATTYPE value);
INLINE_LINMATH const FLOATTYPE *get_data() const;
INLINE_LINMATH int get_num_components() const;
public:
INLINE_LINMATH iterator begin();
INLINE_LINMATH iterator end();
INLINE_LINMATH const_iterator begin() const;
INLINE_LINMATH const_iterator end() const;
PUBLISHED:
INLINE_LINMATH void fill(FLOATTYPE fill_value);
INLINE_LINMATH void set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
INLINE_LINMATH FLOATTYPE dot(const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH bool operator < (const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH bool operator == (const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH bool operator != (const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH int compare_to(const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH int compare_to(const FLOATNAME(LVecBase4) &other,
FLOATTYPE threshold) const;
INLINE_LINMATH size_t get_hash() const;
INLINE_LINMATH size_t get_hash(FLOATTYPE threshold) const;
INLINE_LINMATH size_t add_hash(size_t hash) const;
INLINE_LINMATH size_t add_hash(size_t hash, FLOATTYPE threshold) const;
INLINE_LINMATH FLOATNAME(LVecBase4) operator - () const;
INLINE_LINMATH FLOATNAME(LVecBase4)
operator + (const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH FLOATNAME(LVecBase4)
operator - (const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH FLOATNAME(LVecBase4) operator * (FLOATTYPE scalar) const;
INLINE_LINMATH FLOATNAME(LVecBase4) operator / (FLOATTYPE scalar) const;
INLINE_LINMATH void operator += (const FLOATNAME(LVecBase4) &other);
INLINE_LINMATH void operator -= (const FLOATNAME(LVecBase4) &other);
INLINE_LINMATH void operator *= (FLOATTYPE scalar);
INLINE_LINMATH void operator /= (FLOATTYPE scalar);
INLINE_LINMATH bool almost_equal(const FLOATNAME(LVecBase4) &other,
FLOATTYPE threshold) const;
INLINE_LINMATH bool almost_equal(const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH void output(ostream &out) const;
public:
INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen) const;
INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen,
FLOATTYPE threshold) const;
public:
union {
FLOATTYPE data[4];
struct {FLOATTYPE _0, _1, _2, _3;} v;
} _v;
private:
static const FLOATNAME(LVecBase4) _zero;
static const FLOATNAME(LVecBase4) _unit_x;
static const FLOATNAME(LVecBase4) _unit_y;
static const FLOATNAME(LVecBase4) _unit_z;
static const FLOATNAME(LVecBase4) _unit_w;
public:
INLINE_LINMATH void write_datagram(Datagram &destination) const;
INLINE_LINMATH void read_datagram(DatagramIterator &source);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type();
private:
static TypeHandle _type_handle;
};
INLINE_LINMATH ostream &operator << (ostream &out, const FLOATNAME(LVecBase4) &vec) {
vec.output(out);
return out;
}
#include "lvecBase4_src.I"