/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * */ #ifndef MATH_VECTOR4D_H #define MATH_VECTOR4D_H #include "common/scummsys.h" #include "common/endian.h" #include "math/vector.h" #include "math/angle.h" namespace Math { typedef Matrix<4, 1> Vector4d; template<> class Matrix<4, 1> : public MatrixType<4, 1> { public: float& x() { return value(0); } float x() const { return value(0); } float& y() { return value(1); } float y() const { return value(1); } float& z() { return value(2); } float z() const { return value(2); } float& w() { return value(3); } float w() const { return value(3); } Matrix(); Matrix(float lx, float ly, float lz, float lw); Matrix(const MatrixBase<4, 1> &m); Matrix(const float *data); void set(float lx, float ly, float lz, float lw); inline float scalarProduct(const Vector4d b) const { return x()*b.x() + y()*b.y() + z()*b.z() + w()*b.w(); } inline static Vector4d get_vector4d(const char *data) { return Vector4d(get_float(data), get_float(data + 4), get_float(data + 8), get_float(data + 12)); } }; } // end of namespace Math #endif