historical/toontown-classic.git/panda/include/lvecBase4_src.I
2024-01-16 11:20:27 -06:00

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/**
* 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.I
* @author drose
* @date 2000-03-08
*/
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(const FLOATNAME(UnalignedLVecBase4) &copy) {
set(copy[0], copy[1], copy[2], copy[3]);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(FLOATTYPE fill_value) {
fill(fill_value);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w) {
TAU_PROFILE("LVecBase4::LVecBase4(FLOATTYPE, ...)", " ", TAU_USER);
set(x, y, z, w);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(const FLOATNAME(LVecBase3) &copy, FLOATTYPE w) {
set(copy[0], copy[1], copy[2], w);
}
/**
* Constructs an LVecBase4 from an LPoint3. The w coordinate is set to 1.0.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(const FLOATNAME(LPoint3) &point) {
set(point[0], point[1], point[2], 1);
}
/**
* Constructs an LVecBase4 from an LVector3. The w coordinate is set to 0.0.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::
FLOATNAME(LVecBase4)(const FLOATNAME(LVector3) &vector) {
set(vector[0], vector[1], vector[2], 0);
}
/**
* Returns a zero-length vector.
*/
INLINE_LINMATH const FLOATNAME(LVecBase4) &FLOATNAME(LVecBase4)::
zero() {
return _zero;
}
/**
* Returns a unit X vector.
*/
INLINE_LINMATH const FLOATNAME(LVecBase4) &FLOATNAME(LVecBase4)::
unit_x() {
return _unit_x;
}
/**
* Returns a unit Y vector.
*/
INLINE_LINMATH const FLOATNAME(LVecBase4) &FLOATNAME(LVecBase4)::
unit_y() {
return _unit_y;
}
/**
* Returns a unit Z vector.
*/
INLINE_LINMATH const FLOATNAME(LVecBase4) &FLOATNAME(LVecBase4)::
unit_z() {
return _unit_z;
}
/**
* Returns a unit W vector.
*/
INLINE_LINMATH const FLOATNAME(LVecBase4) &FLOATNAME(LVecBase4)::
unit_w() {
return _unit_w;
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
operator [](int i) const {
nassertr(i >= 0 && i < 4, 0);
return _v(i);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE &FLOATNAME(LVecBase4)::
operator [](int i) {
nassertr(i >= 0 && i < 4, _v(0));
return _v(i);
}
/**
* Returns true if any component of the vector is not-a-number, false
* otherwise.
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
is_nan() const {
#ifdef FLOATTYPE_IS_INT
return false;
#else
TAU_PROFILE("bool LVecBase4::is_nan()", " ", TAU_USER);
return cnan(_v(0)) || cnan(_v(1)) || cnan(_v(2)) || cnan(_v(3));
#endif
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
get_cell(int i) const {
nassertr(i >= 0 && i < 4, 0);
return _v(i);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
get_x() const {
return _v(0);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
get_y() const {
return _v(1);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
get_z() const {
return _v(2);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
get_w() const {
return _v(3);
}
/**
* Returns the x, y and z component of this vector
*/
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVecBase4)::
get_xyz() const {
return FLOATNAME(LVecBase3)(_v(0), _v(1), _v(2));
}
/**
* Returns the x and y component of this vector
*/
INLINE_LINMATH FLOATNAME(LVecBase2) FLOATNAME(LVecBase4)::
get_xy() const {
return FLOATNAME(LVecBase2)(_v(0), _v(1));
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set_cell(int i, FLOATTYPE value) {
nassertv(i >= 0 && i < 4);
_v(i) = value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set_x(FLOATTYPE value) {
_v(0) = value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set_y(FLOATTYPE value) {
_v(1) = value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set_z(FLOATTYPE value) {
_v(2) = value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set_w(FLOATTYPE value) {
_v(3) = value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
add_to_cell(int i, FLOATTYPE value) {
nassertv(i >= 0 && i < 4);
_v(i) += value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
add_x(FLOATTYPE value) {
_v(0) += value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
add_y(FLOATTYPE value) {
_v(1) += value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
add_z(FLOATTYPE value) {
_v(2) += value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
add_w(FLOATTYPE value) {
_v(3) += value;
}
/**
* Returns the address of the first of the four data elements in the vector.
* The remaining elements occupy the next positions consecutively in memory.
*/
INLINE_LINMATH const FLOATTYPE *FLOATNAME(LVecBase4)::
get_data() const {
return &_v(0);
}
/**
* Returns an iterator that may be used to traverse the elements of the
* matrix, STL-style.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::iterator FLOATNAME(LVecBase4)::
begin() {
return &_v(0);
}
/**
* Returns an iterator that may be used to traverse the elements of the
* matrix, STL-style.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::iterator FLOATNAME(LVecBase4)::
end() {
return begin() + num_components;
}
/**
* Returns an iterator that may be used to traverse the elements of the
* matrix, STL-style.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::const_iterator FLOATNAME(LVecBase4)::
begin() const {
return &_v(0);
}
/**
* Returns an iterator that may be used to traverse the elements of the
* matrix, STL-style.
*/
INLINE_LINMATH FLOATNAME(LVecBase4)::const_iterator FLOATNAME(LVecBase4)::
end() const {
return begin() + num_components;
}
/**
* Sets each element of the vector to the indicated fill_value. This is
* particularly useful for initializing to zero.
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
fill(FLOATTYPE fill_value) {
TAU_PROFILE("void LVecBase4::fill()", " ", TAU_USER);
#ifdef HAVE_EIGEN
_v = EVector4::Constant(fill_value);
#else
_v(0) = fill_value;
_v(1) = fill_value;
_v(2) = fill_value;
_v(3) = fill_value;
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w) {
TAU_PROFILE("void LVecBase4::set()", " ", TAU_USER);
_v(0) = x;
_v(1) = y;
_v(2) = z;
_v(3) = w;
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
dot(const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("FLOATTYPE LVecBase4::dot()", " ", TAU_USER);
#ifdef HAVE_EIGEN
return _v.dot(other._v);
#else
return
_v(0) * other._v(0) + _v(1) * other._v(1) +
_v(2) * other._v(2) + _v(3) * other._v(3);
#endif // HAVE_EIGEN
}
/**
* Returns the square of the vector's length, cheap and easy.
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
length_squared() const {
TAU_PROFILE("FLOATTYPE LVecBase4::length_squared()", " ", TAU_USER);
#ifdef HAVE_EIGEN
return _v.squaredNorm();
#else
return (*this).dot(*this);
#endif // HAVE_EIGEN
}
#ifndef FLOATTYPE_IS_INT
/**
* Returns the length of the vector, by the Pythagorean theorem.
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(LVecBase4)::
length() const {
TAU_PROFILE("FLOATTYPE LVecBase4::length()", " ", TAU_USER);
#ifdef HAVE_EIGEN
return _v.norm();
#else
return csqrt((*this).dot(*this));
#endif // HAVE_EIGEN
}
/**
* Normalizes the vector in place. Returns true if the vector was normalized,
* false if it was a zero-length vector.
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
normalize() {
FLOATTYPE l2 = length_squared();
if (l2 == (FLOATTYPE)0.0f) {
set(0.0f, 0.0f, 0.0f, 0.0f);
return false;
} else if (!IS_THRESHOLD_EQUAL(l2, 1.0f, NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE))) {
(*this) /= csqrt(l2);
}
return true;
}
/**
* Normalizes the vector and returns the normalized vector as a copy. If the
* vector was a zero-length vector, a zero length vector will be returned.
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
normalized() const {
FLOATTYPE l2 = length_squared();
if (l2 == (FLOATTYPE)0.0f) {
return FLOATNAME(LVecBase4)(0.0f);
}
return (*this) / csqrt(l2);
}
/**
* Returns a new vector representing the projection of this vector onto
* another one. The resulting vector will be a scalar multiple of onto.
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
project(const FLOATNAME(LVecBase4) &onto) const {
return onto * (dot(onto) / onto.length_squared());
}
#endif // FLOATTYPE_IS_INT
/**
* This performs a lexicographical comparison. It's of questionable
* mathematical meaning, but sometimes has a practical purpose for sorting
* unique vectors, especially in an STL container. Also see compare_to().
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
operator < (const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("bool LVecBase4::operator <(const LVecBase4 &)", " ", TAU_USER);
return (compare_to(other) < 0);
}
/**
*
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
operator == (const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("bool LVecBase4::operator ==(const LVecBase4 &)", " ", TAU_USER);
#ifdef HAVE_EIGEN
return _v == other._v;
#else
return (_v(0) == other._v(0) &&
_v(1) == other._v(1) &&
_v(2) == other._v(2) &&
_v(3) == other._v(3));
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
operator != (const FLOATNAME(LVecBase4) &other) const {
return !operator == (other);
}
/**
* This flavor of compare_to uses a default threshold value based on the
* numeric type.
*/
INLINE_LINMATH int FLOATNAME(LVecBase4)::
compare_to(const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("int LVecBase4::compare_to(const LVecBase4 &)", " ", TAU_USER);
#ifdef FLOATTYPE_IS_INT
if (_v(0) != other._v(0)) {
return (_v(0) < other._v(0)) ? -1 : 1;
}
if (_v(1) != other._v(1)) {
return (_v(1) < other._v(1)) ? -1 : 1;
}
if (_v(2) != other._v(2)) {
return (_v(2) < other._v(2)) ? -1 : 1;
}
if (_v(3) != other._v(3)) {
return (_v(3) < other._v(3)) ? -1 : 1;
}
return 0;
#else
return compare_to(other, NEARLY_ZERO(FLOATTYPE));
#endif
}
/**
* Returns a suitable hash for phash_map.
*/
INLINE_LINMATH size_t FLOATNAME(LVecBase4)::
get_hash() const {
TAU_PROFILE("size_t LVecBase4::get_hash()", " ", TAU_USER);
return add_hash(0);
}
/**
* Adds the vector into the running hash.
*/
INLINE_LINMATH size_t FLOATNAME(LVecBase4)::
add_hash(size_t hash) const {
TAU_PROFILE("size_t LVecBase4::add_hash(size_t)", " ", TAU_USER);
#ifdef FLOATTYPE_IS_INT
hash = int_hash::add_hash(hash, _v(0));
hash = int_hash::add_hash(hash, _v(1));
hash = int_hash::add_hash(hash, _v(2));
hash = int_hash::add_hash(hash, _v(3));
return hash;
#else
return add_hash(hash, NEARLY_ZERO(FLOATTYPE));
#endif
}
/**
* Adds the vector to the indicated hash generator.
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
generate_hash(ChecksumHashGenerator &hashgen) const {
TAU_PROFILE("LVecBase4::generate_hash(ChecksumHashGenerator &)", " ", TAU_USER);
#ifdef FLOATTYPE_IS_INT
hashgen.add_int(_v(0));
hashgen.add_int(_v(1));
hashgen.add_int(_v(2));
hashgen.add_int(_v(3));
#else
generate_hash(hashgen, NEARLY_ZERO(FLOATTYPE));
#endif
}
#ifndef FLOATTYPE_IS_INT
/**
* Sorts vectors lexicographically, componentwise. Returns a number less than
* 0 if this vector sorts before the other one, greater than zero if it sorts
* after, 0 if they are equivalent (within the indicated tolerance).
*/
INLINE_LINMATH int FLOATNAME(LVecBase4)::
compare_to(const FLOATNAME(LVecBase4) &other, FLOATTYPE threshold) const {
TAU_PROFILE("int LVecBase4::compare_to(const LVecBase4 &, FLOATTYPE)", " ", TAU_USER);
if (!IS_THRESHOLD_COMPEQ(_v(0), other._v(0), threshold)) {
return (_v(0) < other._v(0)) ? -1 : 1;
}
if (!IS_THRESHOLD_COMPEQ(_v(1), other._v(1), threshold)) {
return (_v(1) < other._v(1)) ? -1 : 1;
}
if (!IS_THRESHOLD_COMPEQ(_v(2), other._v(2), threshold)) {
return (_v(2) < other._v(2)) ? -1 : 1;
}
if (!IS_THRESHOLD_COMPEQ(_v(3), other._v(3), threshold)) {
return (_v(3) < other._v(3)) ? -1 : 1;
}
return 0;
}
/**
* Returns a suitable hash for phash_map.
*/
INLINE_LINMATH size_t FLOATNAME(LVecBase4)::
get_hash(FLOATTYPE threshold) const {
TAU_PROFILE("size_t LVecBase4::get_hash(FLOATTYPE)", " ", TAU_USER);
return add_hash(0, threshold);
}
/**
* Adds the vector into the running hash.
*/
INLINE_LINMATH size_t FLOATNAME(LVecBase4)::
add_hash(size_t hash, FLOATTYPE threshold) const {
TAU_PROFILE("LVecBase4::add_hash(size_t, FLOATTYPE)", " ", TAU_USER);
float_hash fhasher(threshold);
hash = fhasher.add_hash(hash, _v(0));
hash = fhasher.add_hash(hash, _v(1));
hash = fhasher.add_hash(hash, _v(2));
hash = fhasher.add_hash(hash, _v(3));
return hash;
}
/**
* Adds the vector to the indicated hash generator.
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
generate_hash(ChecksumHashGenerator &hashgen, FLOATTYPE threshold) const {
TAU_PROFILE("LVecBase4::generate_hash(ChecksumHashGenerator &, FLOATTYPE)", " ", TAU_USER);
hashgen.add_fp(_v(0), threshold);
hashgen.add_fp(_v(1), threshold);
hashgen.add_fp(_v(2), threshold);
hashgen.add_fp(_v(3), threshold);
}
#endif // FLOATTYPE_IS_INT
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
operator - () const {
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(-_v);
#else
return FLOATNAME(LVecBase4)(-_v(0), -_v(1), -_v(2), -_v(3));
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
operator + (const FLOATNAME(LVecBase4) &other) const {
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(_v + other._v);
#else
return FLOATNAME(LVecBase4)(_v(0) + other._v(0),
_v(1) + other._v(1),
_v(2) + other._v(2),
_v(3) + other._v(3));
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
operator - (const FLOATNAME(LVecBase4) &other) const {
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(_v - other._v);
#else
return FLOATNAME(LVecBase4)(_v(0) - other._v(0),
_v(1) - other._v(1),
_v(2) - other._v(2),
_v(3) - other._v(3));
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
operator * (FLOATTYPE scalar) const {
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(_v * scalar);
#else
return FLOATNAME(LVecBase4)(_v(0) * scalar,
_v(1) * scalar,
_v(2) * scalar,
_v(3) * scalar);
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
operator / (FLOATTYPE scalar) const {
#ifdef FLOATTYPE_IS_INT
return FLOATNAME(LVecBase4)(_v(0) / scalar,
_v(1) / scalar,
_v(2) / scalar,
_v(3) / scalar);
#else
FLOATTYPE recip_scalar = 1.0f/scalar;
return operator * (recip_scalar);
#endif
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
operator += (const FLOATNAME(LVecBase4) &other) {
#ifdef HAVE_EIGEN
_v += other._v;
#else
_v(0) += other._v(0);
_v(1) += other._v(1);
_v(2) += other._v(2);
_v(3) += other._v(3);
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
operator -= (const FLOATNAME(LVecBase4) &other) {
#ifdef HAVE_EIGEN
_v -= other._v;
#else
_v(0) -= other._v(0);
_v(1) -= other._v(1);
_v(2) -= other._v(2);
_v(3) -= other._v(3);
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
operator *= (FLOATTYPE scalar) {
#ifdef HAVE_EIGEN
_v *= scalar;
#else
_v(0) *= scalar;
_v(1) *= scalar;
_v(2) *= scalar;
_v(3) *= scalar;
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
operator /= (FLOATTYPE scalar) {
#ifdef FLOATTYPE_IS_INT
_v(0) /= scalar;
_v(1) /= scalar;
_v(2) /= scalar;
_v(3) /= scalar;
#else
FLOATTYPE recip_scalar = 1.0f/scalar;
operator *= (recip_scalar);
#endif
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
componentwise_mult(const FLOATNAME(LVecBase4) &other) {
#ifdef HAVE_EIGEN
_v = _v.cwiseProduct(other._v);
#else
_v(0) *= other._v(0);
_v(1) *= other._v(1);
_v(2) *= other._v(2);
_v(3) *= other._v(3);
#endif // HAVE_EIGEN
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
fmax(const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("LVecBase4::fmax()", " ", TAU_USER);
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(_v.cwiseMax(other._v));
#else
return FLOATNAME(LVecBase4)(_v(0) > other._v(0) ? _v(0) : other._v(0),
_v(1) > other._v(1) ? _v(1) : other._v(1),
_v(2) > other._v(2) ? _v(2) : other._v(2),
_v(3) > other._v(3) ? _v(3) : other._v(3));
#endif
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase4) FLOATNAME(LVecBase4)::
fmin(const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("LVecBase4::fmin()", " ", TAU_USER);
#ifdef HAVE_EIGEN
return FLOATNAME(LVecBase4)(_v.cwiseMin(other._v));
#else
return FLOATNAME(LVecBase4)(_v(0) < other._v(0) ? _v(0) : other._v(0),
_v(1) < other._v(1) ? _v(1) : other._v(1),
_v(2) < other._v(2) ? _v(2) : other._v(2),
_v(3) < other._v(3) ? _v(3) : other._v(3));
#endif
}
/**
* Returns true if two vectors are memberwise equal within a specified
* tolerance.
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
almost_equal(const FLOATNAME(LVecBase4) &other, FLOATTYPE threshold) const {
TAU_PROFILE("bool LVecBase4::almost_equal(LVecBase4 &, FLOATTYPE)", " ", TAU_USER);
return (IS_THRESHOLD_EQUAL(_v(0), other._v(0), threshold) &&
IS_THRESHOLD_EQUAL(_v(1), other._v(1), threshold) &&
IS_THRESHOLD_EQUAL(_v(2), other._v(2), threshold) &&
IS_THRESHOLD_EQUAL(_v(3), other._v(3), threshold));
}
/**
* Returns true if two vectors are memberwise equal within a default tolerance
* based on the numeric type.
*/
INLINE_LINMATH bool FLOATNAME(LVecBase4)::
almost_equal(const FLOATNAME(LVecBase4) &other) const {
TAU_PROFILE("bool LVecBase4::almost_equal(LVecBase4 &)", " ", TAU_USER);
return almost_equal(other, NEARLY_ZERO(FLOATTYPE));
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
output(std::ostream &out) const {
out << MAYBE_ZERO(_v(0)) << " "
<< MAYBE_ZERO(_v(1)) << " "
<< MAYBE_ZERO(_v(2)) << " "
<< MAYBE_ZERO(_v(3));
}
/**
* Writes the vector to the Datagram using add_float32() or add_float64(),
* depending on the type of floats in the vector, regardless of the setting of
* Datagram::set_stdfloat_double(). This is appropriate when you want to
* write a fixed-width value to the datagram, especially when you are not
* writing a bam file.
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
write_datagram_fixed(Datagram &destination) const {
#if FLOATTOKEN == 'i'
destination.add_int32(_v(0));
destination.add_int32(_v(1));
destination.add_int32(_v(2));
destination.add_int32(_v(3));
#elif FLOATTOKEN == 'f'
destination.add_float32(_v(0));
destination.add_float32(_v(1));
destination.add_float32(_v(2));
destination.add_float32(_v(3));
#else
destination.add_float64(_v(0));
destination.add_float64(_v(1));
destination.add_float64(_v(2));
destination.add_float64(_v(3));
#endif
}
/**
* Reads the vector from the Datagram using get_float32() or get_float64().
* See write_datagram_fixed().
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
read_datagram_fixed(DatagramIterator &source) {
#if FLOATTOKEN == 'i'
_v(0) = source.get_int32();
_v(1) = source.get_int32();
_v(2) = source.get_int32();
_v(3) = source.get_int32();
#elif FLOATTOKEN == 'f'
_v(0) = source.get_float32();
_v(1) = source.get_float32();
_v(2) = source.get_float32();
_v(3) = source.get_float32();
#else
_v(0) = source.get_float64();
_v(1) = source.get_float64();
_v(2) = source.get_float64();
_v(3) = source.get_float64();
#endif
}
/**
* Writes the vector to the Datagram using add_stdfloat(). This is
* appropriate when you want to write the vector using the standard width
* setting, especially when you are writing a bam file.
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
write_datagram(Datagram &destination) const {
#if FLOATTOKEN == 'i'
destination.add_int32(_v(0));
destination.add_int32(_v(1));
destination.add_int32(_v(2));
destination.add_int32(_v(3));
#else
destination.add_stdfloat(_v(0));
destination.add_stdfloat(_v(1));
destination.add_stdfloat(_v(2));
destination.add_stdfloat(_v(3));
#endif
}
/**
* Reads the vector from the Datagram using get_stdfloat().
*/
INLINE_LINMATH void FLOATNAME(LVecBase4)::
read_datagram(DatagramIterator &source) {
#if FLOATTOKEN == 'i'
_v(0) = source.get_int32();
_v(1) = source.get_int32();
_v(2) = source.get_int32();
_v(3) = source.get_int32();
#else
_v(0) = source.get_stdfloat();
_v(1) = source.get_stdfloat();
_v(2) = source.get_stdfloat();
_v(3) = source.get_stdfloat();
#endif
}
/**
*
*/
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)::
FLOATNAME(UnalignedLVecBase4)(const FLOATNAME(LVecBase4) &copy) {
set(copy[0], copy[1], copy[2], copy[3]);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)::
FLOATNAME(UnalignedLVecBase4)(FLOATTYPE fill_value) {
fill(fill_value);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)::
FLOATNAME(UnalignedLVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w) {
TAU_PROFILE("UnalignedLVecBase4::UnalignedLVecBase4(FLOATTYPE, ...)", " ", TAU_USER);
set(x, y, z, w);
}
/**
* Sets each element of the vector to the indicated fill_value. This is
* particularly useful for initializing to zero.
*/
INLINE_LINMATH void FLOATNAME(UnalignedLVecBase4)::
fill(FLOATTYPE fill_value) {
TAU_PROFILE("void UnalignedLVecBase4::fill()", " ", TAU_USER);
_v(0) = fill_value;
_v(1) = fill_value;
_v(2) = fill_value;
_v(3) = fill_value;
}
/**
*
*/
INLINE_LINMATH void FLOATNAME(UnalignedLVecBase4)::
set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w) {
TAU_PROFILE("void UnalignedLVecBase4::set()", " ", TAU_USER);
_v(0) = x;
_v(1) = y;
_v(2) = z;
_v(3) = w;
}
/**
*
*/
INLINE_LINMATH FLOATTYPE FLOATNAME(UnalignedLVecBase4)::
operator [](int i) const {
nassertr(i >= 0 && i < 4, 0);
return _v(i);
}
/**
*
*/
INLINE_LINMATH FLOATTYPE &FLOATNAME(UnalignedLVecBase4)::
operator [](int i) {
nassertr(i >= 0 && i < 4, _v(0));
return _v(i);
}
/**
* Returns the address of the first of the three data elements in the vector.
* The remaining elements occupy the next positions consecutively in memory.
*/
INLINE_LINMATH const FLOATTYPE *FLOATNAME(UnalignedLVecBase4)::
get_data() const {
return &_v(0);
}
/**
*
*/
INLINE_LINMATH bool FLOATNAME(UnalignedLVecBase4)::
operator == (const FLOATNAME(UnalignedLVecBase4) &other) const {
return (_v(0) == other._v(0) &&
_v(1) == other._v(1) &&
_v(2) == other._v(2) &&
_v(3) == other._v(3));
}
/**
*
*/
INLINE_LINMATH bool FLOATNAME(UnalignedLVecBase4)::
operator != (const FLOATNAME(UnalignedLVecBase4) &other) const {
return !operator == (other);
}