historical/toontown-classic.git/panda/include/lvecBase4_src.h

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2024-01-16 11:20:27 -06:00
/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file lvecBase4_src.h
* @author drose
* @date 2000-03-08
*/
class FLOATNAME(LVecBase2);
class FLOATNAME(LVecBase3);
class FLOATNAME(LPoint3);
class FLOATNAME(LVector3);
class FLOATNAME(UnalignedLVecBase4);
/**
* This is the base class for all three-component vectors and points.
*/
class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVecBase4) {
PUBLISHED:
typedef FLOATTYPE numeric_type;
typedef const FLOATTYPE *iterator;
typedef const FLOATTYPE *const_iterator;
enum {
num_components = 4,
#ifdef FLOATTYPE_IS_INT
is_int = 1
#else
is_int = 0
#endif
};
INLINE_LINMATH FLOATNAME(LVecBase4)() = default;
INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE fill_value);
INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(UnalignedLVecBase4) &copy);
INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVecBase3) &copy, FLOATTYPE w);
INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LPoint3) &point);
INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVector3) &vector);
ALLOC_DELETED_CHAIN(FLOATNAME(LVecBase4));
#ifdef CPPPARSER
FLOATNAME(LVecBase4) &operator = (const FLOATNAME(LVecBase4) &copy) = default;
FLOATNAME(LVecBase4) &operator = (FLOATTYPE fill_value) = default;
#endif
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();
EXTENSION(INLINE_LINMATH PyObject *__reduce__(PyObject *self) const);
EXTENSION(INLINE_LINMATH PyObject *__getattr__(PyObject *self, const std::string &attr_name) const);
EXTENSION(INLINE_LINMATH int __setattr__(PyObject *self, const std::string &attr_name, PyObject *assign));
INLINE_LINMATH FLOATTYPE operator [](int i) const;
INLINE_LINMATH FLOATTYPE &operator [](int i);
constexpr static int size() { return 4; }
INLINE_LINMATH bool is_nan() const;
INLINE_LINMATH FLOATTYPE get_cell(int i) const;
INLINE_LINMATH void set_cell(int i, FLOATTYPE value);
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 FLOATNAME(LVecBase3) get_xyz() const;
INLINE_LINMATH FLOATNAME(LVecBase2) get_xy() const;
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);
PUBLISHED:
MAKE_PROPERTY(x, get_x, set_x);
MAKE_PROPERTY(y, get_y, set_y);
MAKE_PROPERTY(z, get_z, set_z);
MAKE_PROPERTY(xyz, get_xyz);
MAKE_PROPERTY(xy, get_xy);
// 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;
constexpr static int get_num_components() { return 4; }
INLINE_LINMATH void extract_data(float*){};
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 FLOATTYPE length_squared() const;
#ifndef FLOATTYPE_IS_INT
INLINE_LINMATH FLOATTYPE length() const;
INLINE_LINMATH bool normalize();
INLINE_LINMATH FLOATNAME(LVecBase4) normalized() const;
INLINE_LINMATH FLOATNAME(LVecBase4) project(const FLOATNAME(LVecBase4) &onto) const;
#endif
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 size_t get_hash() const;
INLINE_LINMATH size_t add_hash(size_t hash) const;
INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen) const;
#ifndef FLOATTYPE_IS_INT
INLINE_LINMATH int compare_to(const FLOATNAME(LVecBase4) &other,
FLOATTYPE threshold) const;
INLINE_LINMATH size_t get_hash(FLOATTYPE threshold) const;
INLINE_LINMATH size_t add_hash(size_t hash, FLOATTYPE threshold) const;
INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen,
FLOATTYPE threshold) const;
#endif
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 void componentwise_mult(const FLOATNAME(LVecBase4) &other);
EXTENSION(INLINE_LINMATH FLOATNAME(LVecBase4) __pow__(FLOATTYPE exponent) const);
EXTENSION(INLINE_LINMATH PyObject *__ipow__(PyObject *self, FLOATTYPE exponent));
INLINE_LINMATH FLOATNAME(LVecBase4) fmax(const FLOATNAME(LVecBase4) &other) const;
INLINE_LINMATH FLOATNAME(LVecBase4) fmin(const FLOATNAME(LVecBase4) &other) const;
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(std::ostream &out) const;
EXTENSION(INLINE_LINMATH std::string __repr__() const);
INLINE_LINMATH void write_datagram_fixed(Datagram &destination) const;
INLINE_LINMATH void read_datagram_fixed(DatagramIterator &source);
INLINE_LINMATH void write_datagram(Datagram &destination) const;
INLINE_LINMATH void read_datagram(DatagramIterator &source);
public:
// The underlying implementation is via the Eigen library, if available.
// Unlike LVecBase2 and LVecBase3, we fully align LVecBase4 to 16-byte
// boundaries, to take advantage of SSE2 optimizations when available.
// Sometimes this alignment requirement is inconvenient, so we also provide
// UnalignedLVecBase4, below.
typedef LINMATH_MATRIX(FLOATTYPE, 1, 4) EVector4;
EVector4 _v;
INLINE_LINMATH FLOATNAME(LVecBase4)(const EVector4 &v) : _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:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type();
private:
static TypeHandle _type_handle;
};
/**
* This is an "unaligned" LVecBase4. It has no functionality other than to
* store numbers, and it will pack them in as tightly as possible, avoiding
* any SSE2 alignment requirements shared by the primary LVecBase4 class.
*
* Use it only when you need to pack numbers tightly without respect to
* alignment, and then copy it to a proper LVecBase4 to get actual use from
* it.
*/
class EXPCL_PANDA_LINMATH FLOATNAME(UnalignedLVecBase4) {
PUBLISHED:
enum {
num_components = 4,
#ifdef FLOATTYPE_IS_INT
is_int = 1
#else
is_int = 0
#endif
};
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)() = default;
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(const FLOATNAME(LVecBase4) &copy);
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(FLOATTYPE fill_value);
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
INLINE_LINMATH void fill(FLOATTYPE fill_value);
INLINE_LINMATH void set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
INLINE_LINMATH FLOATTYPE operator [](int i) const;
INLINE_LINMATH FLOATTYPE &operator [](int i);
constexpr static int size() { return 4; }
INLINE_LINMATH const FLOATTYPE *get_data() const;
constexpr static int get_num_components() { return 4; }
INLINE_LINMATH bool operator == (const FLOATNAME(UnalignedLVecBase4) &other) const;
INLINE_LINMATH bool operator != (const FLOATNAME(UnalignedLVecBase4) &other) const;
public:
typedef FLOATTYPE numeric_type;
typedef UNALIGNED_LINMATH_MATRIX(FLOATTYPE, 1, 4) UVector4;
UVector4 _v;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type();
private:
static TypeHandle _type_handle;
};
INLINE std::ostream &operator << (std::ostream &out, const FLOATNAME(LVecBase4) &vec) {
vec.output(out);
return out;
}
#include "lvecBase4_src.I"