/** * 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) ©); INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVecBase3) ©, 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) ©) = 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) ©); 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"