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📄 vec4.h

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
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/* ------------------------------------------------------------------------- *\   VEC4.H :   Definition and manipulation of a 4D vector (either integers or reals)   by Christophe Schlick (1 June 1992)\* ------------------------------------------------------------------------- */#ifndef _VEC4_#define _VEC4_#include "tool.h"/*** These macros are equivalent (for 3D vectors) to the ones given in tool.h*/#define MAKE_VEC4(V,X,Y,Z,W)\        ((V).x = X,\         (V).y = Y,\         (V).z = Z,\         (V).w = W)#define COPY_VEC4(V,A)\        ((V).x = (A).x,\         (V).y = (A).y,\         (V).z = (A).z,\         (V).w = (A).w)#define SWAP_VEC4(A,B,t)\        (SWAP ((A).x, (B).x, t),\         SWAP ((A).y, (B).y, t),\         SWAP ((A).z, (B).z, t),\         SWAP ((A).w, (B).w, t))#define ABS_VEC4(V,A)\        ((V).x = ABS ((A).x),\         (V).y = ABS ((A).y),\         (V).z = ABS ((A).z),\         (V).w = ABS ((A).w))#define SGN_VEC4(V,A)\        ((V).x = SGN ((A).x),\         (V).y = SGN ((A).y),\         (V).z = SGN ((A).z),\         (V).w = SGN ((A).w))#define NEG_VEC4(V)\        ((V).x = -(V).x,\         (V).y = -(V).y,\         (V).z = -(V).z,\         (V).w = -(V).w)#define ROUND_VEC4(V,A)\        ((V).x = ROUND ((A).x),\         (V).y = ROUND ((A).y),\         (V).z = ROUND ((A).z),\         (V).w = ROUND ((A).w))#define ZERO_VEC4(A)\        (ZERO ((A).x) &&\         ZERO ((A).y) &&\         ZERO ((A).z) &&\         ZERO ((A).w))#define ZERO_TOL_VEC4(A,t)\        (ZERO_TOL ((A).x,t) &&\         ZERO_TOL ((A).y,t) &&\         ZERO_TOL ((A).z,t) &&\         ZERO_TOL ((A).w,t))#define SAME_VEC4(A,B)\        (SAME ((A).x,(B).x) &&\         SAME ((A).y,(B).y) &&\         SAME ((A).z,(B).z) &&\         SAME ((A).w,(B).w))#define SAME_TOL_VEC4(A,B,t)\        (SAME_TOL ((A).x,(B).x,t) &&\         SAME_TOL ((A).y,(B).y,t) &&\         SAME_TOL ((A).z,(B).z,t) &&\         SAME_TOL ((A).w,(B).w,t))#define IN_VEC4(V,A,B)\        (IN ((V).x,(A).x,(B).x) &&\         IN ((V).y,(A).y,(B).y) &&\         IN ((V).z,(A).z,(B).z) &&\         IN ((V).w,(A).w,(B).w))#define OUT_VEC4(V,A,B)\        (OUT ((V).x,(A).x,(B).x) ||\         OUT ((V).y,(A).y,(B).y) ||\         OUT ((V).z,(A).z,(B).z) ||\         OUT ((V).w,(A).w,(B).w))#define CLAMP_VEC4(V,A,B)\        ((V).x = CLAMP ((A).x,(B).x),\         (V).y = CLAMP ((A).y,(B).y),\         (V).z = CLAMP ((A).z,(B).z),\         (V).w = CLAMP ((A).w,(B).w))#define MIN_VEC4(V,A,B)\        ((V).x = MIN ((A).x,(B).x),\         (V).y = MIN ((A).y,(B).y),\         (V).z = MIN ((A).z,(B).z),\          (V).w = MIN ((A).w,(B).w))#define MAX_VEC4(V,A,B)\        ((V).x = MAX ((A).x,(B).x),\          (V).y = MAX ((A).y,(B).y),\         (V).z = MAX ((A).z,(B).z),\         (V).w = MAX ((A).w,(B).w))#define MINMIN_VEC4(V,A,B,C)\        ((V).x = MINMIN ((A).x,(B).x,(C).x),\         (V).y = MINMIN ((A).y,(B).y,(C).y),\         (V).z = MINMIN ((A).z,(B).z,(C).z),\         (V).w = MINMIN ((A).w,(B).w,(C).w))#define MAXMAX_VEC4(V,A,B,C)\        ((V).x = MAXMAX ((A).x,(B).x,(C).x),\         (V).y = MAXMAX ((A).y,(B).y,(C).y),\         (V).z = MAXMAX ((A).z,(B).z,(C).z),\         (V).w = MAXMAX ((A).w,(B).w,(C).w))/*** Addition, subtraction, multiplication, division (by a vector element)*/#define INC_VEC4(V,A)\        ((V).x += (A).x,\         (V).y += (A).y,\         (V).z += (A).z,\         (V).w += (A).w)#define DEC_VEC4(V,A)\        ((V).x -= (A).x,\         (V).y -= (A).y,\         (V).z -= (A).z,\         (V).w -= (A).w)#define ADD_VEC4(V,A,B)\        ((V).x = (A).x + (B).x,\         (V).y = (A).y + (B).y,\         (V).z = (A).z + (B).z,\         (V).w = (A).w + (B).w)#define SUB_VEC4(V,A,B)\        ((V).x = (A).x - (B).x,\         (V).y = (A).y - (B).y,\         (V).z = (A).z - (B).z,\         (V).w = (A).w - (B).w)#define MUL_VEC4(V,A,B)\        ((V).x = (A).x * (B).x,\         (V).y = (A).y * (B).y,\         (V).z = (A).z * (B).z,\         (V).w = (A).w * (B).w)#define DIV_VEC4(V,A,B)\        ((V).x = (A).x / (B).x,\         (V).y = (A).y / (B).y,\         (V).z = (A).z / (B).z,\         (V).w = (A).w / (B).w)/*** Addition, subtraction, multiplication, division (by a scalar element)*/#define INCS_VEC4(V,s)\        ((V).x += (s),\         (V).y += (s),\         (V).z += (s),\         (V).w += (s))#define DECS_VEC4(V,s)\        ((V).x -= (s),\         (V).y -= (s),\         (V).z -= (s),\         (V).w -= (s))#define ADDS_VEC4(V,A,s)\        ((V).x = (A).x + (s),\         (V).y = (A).y + (s),\         (V).z = (A).z + (s),\         (V).w = (A).w + (s))#define SUBS_VEC4(V,A,s)\        ((V).x = (A).x - (s),\         (V).y = (A).y - (s),\         (V).z = (A).z - (s),\         (V).w = (A).w - (s))#define MULS_VEC4(V,A,s)\        ((V).x = (A).x * (s),\         (V).y = (A).y * (s),\         (V).z = (A).z * (s),\         (V).w = (A).w * (s))#define DIVS_VEC4(V,A,s)\        ((V).x = (A).x / (s),\          (V).y = (A).y / (s),\         (V).z = (A).z / (s),\          (V).w = (A).w / (s))/*** Linear combination*/#define COMB2_VEC4(V,a,A,b,B)\        ((V).x = (a) * (A).x + (b) * (B).x,\         (V).y = (a) * (A).y + (b) * (B).y,\         (V).z = (a) * (A).z + (b) * (B).z,\         (V).w = (a) * (A).w + (b) * (B).w)#define COMB3_VEC4(V,a,A,b,B,c,C)\        ((V).x = (a) * (A).x + (b) * (B).x + (c) * (C).x,\         (V).y = (a) * (A).y + (b) * (B).y + (c) * (C).y,\         (V).z = (a) * (A).z + (b) * (B).z + (c) * (C).z,\         (V).w = (a) * (A).w + (b) * (B).w + (c) * (C).w)#define COMB4_VEC4(V,a,A,b,B,c,C,d,D)\        ((V).x = (a) * (A).x + (b) * (B).x + (c) * (C).x + (d) * (D).x,\         (V).y = (a) * (A).y + (b) * (B).y + (c) * (C).y + (d) * (D).y,\         (V).z = (a) * (A).z + (b) * (B).z + (c) * (C).z + (d) * (D).z,\         (V).w = (a) * (A).w + (b) * (B).w + (c) * (C).w + (d) * (D).w)#define LERP_VEC3(V,t,A,B)\        ((V).x = LERP ((t), (A).x, (B).x),\         (V).y = LERP ((t), (A).y, (B).y),\         (V).z = LERP ((t), (A).z, (B).z),\         (V).z = LERP ((t), (A).w, (B).w))#define HERP_VEC3(V,t,A,B)\        ((V).x = HERP ((t), (A).x, (B).x),\         (V).y = HERP ((t), (A).y, (B).y),\         (V).z = HERP ((t), (A).z, (B).z),\         (V).w = HERP ((t), (A).w, (B).w))#define CERP_VEC3(V,t,AA,A,B,BB)\        ((V).x = CERP ((t), (AA).x, (A).x, (B).x, (BB).x),\         (V).y = CERP ((t), (AA).y, (A).y, (B).y, (BB).y),\         (V).z = CERP ((t), (AA).z, (A).z, (B).z, (BB).z),\         (V).w = CERP ((t), (AA).w, (A).w, (B).w, (BB).w))/*** Dot product, length, normalization*/#define DOT_VEC4(A,B)\        ((A).x * (B).x + (A).y * (B).y + (A).z * (B).z + (A).w * (B).w)#define LEN_VEC4(A)\        (sqrt ((double) DOT_VEC4 (A,A)))#define UNIT_VEC4(V,A,s)\        (s = LEN_REAL2 (A), (s) ? (DIVS_REAL2 (V,A,s), TRUE) : FALSE)#endif/* ------------------------------------------------------------------------- */

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