/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This file contains the definition and (inline) implementation of Float2, // Float3 and Float4. // Note: Although these classes look like a good candidate for templating, // we cannot template them as they each require a constructor taking a different // number of arguments. #ifndef O3D_CORE_CROSS_FLOAT_N_H_ #define O3D_CORE_CROSS_FLOAT_N_H_ #include "core/cross/types.h" namespace o3d { // Class for storing and accessing two consecutive floats. class Float2 { public: // Default constructor does not initialize the data in any way. Float2() {} // Creates a Float2 out of two floats Float2(float v0, float v1) { data_[0] = v0; data_[1] = v1; } Float2(const Float2& v) { CopyFrom(v); } float operator[](int index) const { return data_[index]; } float& operator[](int index) { return data_[index]; } // Returns a pointer to the start of the internal data storage. const float* GetFloatArray() const { return &data_[0]; } Float2& operator= (const Float2& v) { CopyFrom(v); return *this; } float getX() const { return data_[0]; } void setX(float v) { data_[0] = v; } float getY() const { return data_[1]; } void setY(float v) { data_[1] = v; } private: // Copies the values from another Float2. void CopyFrom(const Float2& v) { data_[0] = v[0]; data_[1] = v[1]; } // Data storage. float data_[2]; }; // Class for storing and accessing three consecutive floats. class Float3 { public: // Default constructor does not initialize the data in any way Float3() {} // Creates a Float3 out of three floats Float3(float v0, float v1, float v2) { data_[0] = v0; data_[1] = v1; data_[2] = v2; } Float3(const Float3& v) { CopyFrom(v); } explicit Float3(const Vector3& v) { data_[0] = v.getX(); data_[1] = v.getY(); data_[2] = v.getZ(); } explicit Float3(const Point3& v) { data_[0] = v.getX(); data_[1] = v.getY(); data_[2] = v.getZ(); } float operator[](int index) const { return data_[index]; } float& operator[](int index) { return data_[index]; } // Returns a pointer to the start of the internal data storage. const float* GetFloatArray() const { return &data_[0]; } Float3& operator= (const Float3& v) { CopyFrom(v); return *this; } float getX() const { return data_[0]; } void setX(float v) { data_[0] = v; } float getY() const { return data_[1]; } void setY(float v) { data_[1] = v; } float getZ() const { return data_[2]; } void setZ(float v) { data_[2] = v; } private: // Copies the values from another Float2. void CopyFrom(const Float3& v) { data_[0] = v[0]; data_[1] = v[1]; data_[2] = v[2]; } // Data storage. float data_[3]; }; inline Vector3 Float3ToVector3(const Float3& v) { return Vector3(v.getX(), v.getY(), v.getZ()); } inline Point3 Float3ToPoint3(const Float3& v) { return Point3(v.getX(), v.getY(), v.getZ()); } // Class for storing and accessing four consecutive floats. class Float4 { public: // Default constructor does not initialize the data in any way Float4() {} // Creates a Float4 out of four floats Float4(float v0, float v1, float v2, float v3) { data_[0] = v0; data_[1] = v1; data_[2] = v2; data_[3] = v3; } Float4(const Float4& v) { CopyFrom(v); } explicit Float4(const Vector4& v) { data_[0] = v.getX(); data_[1] = v.getY(); data_[2] = v.getZ(); data_[3] = v.getW(); } explicit Float4(const Quaternion& v) { data_[0] = v.getX(); data_[1] = v.getY(); data_[2] = v.getZ(); data_[3] = v.getW(); } float operator[](int index) const { return data_[index]; } float& operator[](int index) { return data_[index]; } // Returns a pointer to the start of the internal data storage. const float* GetFloatArray() const { return &data_[0]; } Float4& operator= (const Float4& v) { CopyFrom(v); return *this; } float getX() const { return data_[0]; } void setX(float v) { data_[0] = v; } float getY() const { return data_[1]; } void setY(float v) { data_[1] = v; } float getZ() const { return data_[2]; } void setZ(float v) { data_[2] = v; } float getW() const { return data_[3]; } void setW(float v) { data_[3] = v; } private: // Copies the values from another Float2. void CopyFrom(const Float4& v) { data_[0] = v[0]; data_[1] = v[1]; data_[2] = v[2]; data_[3] = v[3]; } // Data storage. float data_[4]; }; } // namespace o3d #endif // O3D_CORE_CROSS_FLOAT_N_H_