package iron.math; import kha.FastFloat; class Vec4 { public var x: FastFloat; public var y: FastFloat; public var z: FastFloat; public var w: FastFloat; public inline function new(x: FastFloat = 0.0, y: FastFloat = 0.0, z: FastFloat = 0.0, w: FastFloat = 1.0) { this.x = x; this.y = y; this.z = z; this.w = w; } public inline function cross(v: Vec4): Vec4 { var ax = x; var ay = y; var az = z; var vx = v.x; var vy = v.y; var vz = v.z; x = ay * vz - az * vy; y = az * vx - ax * vz; z = ax * vy - ay * vx; return this; } public inline function crossvecs(a: Vec4, b: Vec4): Vec4 { var ax = a.x; var ay = a.y; var az = a.z; var bx = b.x; var by = b.y; var bz = b.z; x = ay * bz - az * by; y = az * bx - ax * bz; z = ax * by - ay * bx; return this; } public inline function set(x: FastFloat, y: FastFloat, z: FastFloat, w: FastFloat = 1.0): Vec4{ this.x = x; this.y = y; this.z = z; this.w = w; return this; } public inline function add(v: Vec4): Vec4 { x += v.x; y += v.y; z += v.z; return this; } public inline function addf(x: FastFloat, y: FastFloat, z: FastFloat): Vec4 { this.x += x; this.y += y; this.z += z; return this; } public inline function addvecs(a: Vec4, b: Vec4): Vec4 { x = a.x + b.x; y = a.y + b.y; z = a.z + b.z; return this; } public inline function subvecs(a: Vec4, b: Vec4): Vec4 { x = a.x - b.x; y = a.y - b.y; z = a.z - b.z; return this; } public inline function normalize(): Vec4 { var n = length(); if (n > 0.0) { var invN = 1.0 / n; this.x *= invN; this.y *= invN; this.z *= invN; } return this; } public inline function mult(f: FastFloat): Vec4 { x *= f; y *= f; z *= f; return this; } public inline function dot(v: Vec4): FastFloat { return x * v.x + y * v.y + z * v.z; } public inline function setFrom(v: Vec4): Vec4 { x = v.x; y = v.y; z = v.z; w = v.w; return this; } public inline function clone(): Vec4 { return new Vec4(x, y, z, w); } public inline function lerp(from: Vec4, to: Vec4, s: FastFloat): Vec4 { x = from.x + (to.x - from.x) * s; y = from.y + (to.y - from.y) * s; z = from.z + (to.z - from.z) * s; return this; } public inline function applyproj(m: Mat4): Vec4 { var x = this.x; var y = this.y; var z = this.z; var d = 1.0 / (m._03 * x + m._13 * y + m._23 * z + m._33); // Perspective divide this.x = (m._00 * x + m._10 * y + m._20 * z + m._30) * d; this.y = (m._01 * x + m._11 * y + m._21 * z + m._31) * d; this.z = (m._02 * x + m._12 * y + m._22 * z + m._32) * d; return this; } public inline function applymat(m: Mat4): Vec4 { var x = this.x; var y = this.y; var z = this.z; this.x = m._00 * x + m._10 * y + m._20 * z + m._30; this.y = m._01 * x + m._11 * y + m._21 * z + m._31; this.z = m._02 * x + m._12 * y + m._22 * z + m._32; return this; } public inline function applymat4(m: Mat4): Vec4 { var x = this.x; var y = this.y; var z = this.z; var w = this.w; this.x = m._00 * x + m._10 * y + m._20 * z + m._30 * w; this.y = m._01 * x + m._11 * y + m._21 * z + m._31 * w; this.z = m._02 * x + m._12 * y + m._22 * z + m._32 * w; this.w = m._03 * x + m._13 * y + m._23 * z + m._33 * w; return this; } public inline function applyAxisAngle(axis: Vec4, angle: FastFloat): Vec4 { var quat = new Quat(); quat.fromAxisAngle(axis, angle); return applyQuat(quat); } public inline function applyQuat(q: Quat): Vec4 { var ix = q.w * x + q.y * z - q.z * y; var iy = q.w * y + q.z * x - q.x * z; var iz = q.w * z + q.x * y - q.y * x; var iw = -q.x * x - q.y * y - q.z * z; x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y; y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z; z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x; return this; } public inline function equals(v: Vec4): Bool { return x == v.x && y == v.y && z == v.z; } public inline function almostEquals(v: Vec4, prec: FastFloat): Bool { return Math.abs(x - v.x) < prec && Math.abs(y - v.y) < prec && Math.abs(z - v.z) < prec; } public inline function length(): FastFloat { return Math.sqrt(x * x + y * y + z * z); } public inline function sub(v: Vec4): Vec4 { x -= v.x; y -= v.y; z -= v.z; return this; } public inline function exp(v: Vec4): Vec4 { x = Math.exp(v.x); y = Math.exp(v.y); z = Math.exp(v.z); return this; } public static inline function distance(v1: Vec4, v2: Vec4): FastFloat { return distancef(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z); } public static inline function distancef(v1x: FastFloat, v1y: FastFloat, v1z: FastFloat, v2x: FastFloat, v2y: FastFloat, v2z: FastFloat): FastFloat { var vx = v1x - v2x; var vy = v1y - v2y; var vz = v1z - v2z; return Math.sqrt(vx * vx + vy * vy + vz * vz); } public inline function distanceTo(p: Vec4): FastFloat { return Math.sqrt((p.x - x) * (p.x - x) + (p.y - y) * (p.y - y) + (p.z - z) * (p.z - z)); } public inline function reflect(n: Vec4): Vec4 { var d = 2 * this.dot(n); x = x - d * n.x; y = y - d * n.y; z = z - d * n.z; return this; } public inline function clamp(min: FastFloat, max: FastFloat): Vec4 { var l = length(); if (l < min) normalize().mult(min); else if (l > max) normalize().mult(max); return this; } public static inline function xAxis(): Vec4 { return new Vec4(1.0, 0.0, 0.0); } public static inline function yAxis(): Vec4 { return new Vec4(0.0, 1.0, 0.0); } public static inline function zAxis(): Vec4 { return new Vec4(0.0, 0.0, 1.0); } public function toString(): String { return "(" + this.x + ", " + this.y + ", " + this.z + ", " + this.w + ")"; } }