/* * LICENSE: zlib/libpng * * raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2020 Rob Loach (@RobLoach) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. */ #ifndef RAYLIB_CPP_INCLUDE_VECTOR4_HPP_ #define RAYLIB_CPP_INCLUDE_VECTOR4_HPP_ #ifndef RAYLIB_CPP_NO_MATH #include #include #endif #include "./raylib.hpp" #include "./raymath.hpp" #include "./raylib-cpp-utils.hpp" namespace raylib { class Vector4 : public ::Vector4 { public: Vector4(::Vector4 vec) { set(vec); } Vector4(float x, float y, float z, float w) : ::Vector4{x, y, z, w} {}; Vector4(float x, float y, float z) : ::Vector4{x, y, z, 0} {}; Vector4(float x, float y) : ::Vector4{x, y, 0, 0} {}; Vector4(float x) : ::Vector4{x, 0, 0, 0} {}; Vector4() {}; Vector4(::Color color) { set(ColorNormalize(color)); } GETTERSETTER(float, X, x) GETTERSETTER(float, Y, y) GETTERSETTER(float, Z, z) GETTERSETTER(float, W, w) Vector4& operator=(const ::Vector4& vector4) { set(vector4); return *this; } Vector4& operator=(const Vector4& vector4) { set(vector4); return *this; } bool operator==(const Vector4& other) { return x == other.x && y == other.y && z == other.z && w == other.w; } #ifndef RAYLIB_CPP_NO_MATH Vector4 Multiply(const Vector4& vector4) { return QuaternionMultiply(*this, vector4); } Vector4 operator*(const Vector4& vector4) { return QuaternionMultiply(*this, vector4); } Vector4 Lerp(const Vector4& vector4, float amount) { return QuaternionLerp(*this, vector4, amount); } Vector4 Nlerp(const Vector4& vector4, float amount) { return QuaternionNlerp(*this, vector4, amount); } Vector4 Slerp(const Vector4& vector4, float amount) { return QuaternionSlerp(*this, vector4, amount); } Matrix ToMatrix() { return QuaternionToMatrix(*this); } float Length() const { return QuaternionLength(*this); } Vector4 Normalize() { return QuaternionNormalize(*this); } Vector4 Invert() { return QuaternionInvert(*this); } void ToAxisAngle(Vector3 *outAxis, float *outAngle) { return QuaternionToAxisAngle(*this, outAxis, outAngle); } std::pair ToAxisAngle() { Vector3 outAxis; float outAngle; QuaternionToAxisAngle(*this, &outAxis, &outAngle); std::pair out(outAxis, outAngle); return out; } Vector4 Transform(const ::Matrix& matrix) { return ::QuaternionTransform(*this, matrix); } static Vector4 Identity() { return ::QuaternionIdentity(); } static Vector4 FromVector3ToVector3(const Vector3& from , const Vector3& to) { return ::QuaternionFromVector3ToVector3(from , to); } static Vector4 FromMatrix(const ::Matrix& matrix) { return ::QuaternionFromMatrix(matrix); } static Vector4 FromAxisAngle(const Vector3& axis, const float angle) { return ::QuaternionFromAxisAngle(axis, angle); } static Vector4 FromEuler(const float roll, const float pitch, const float yaw) { return ::QuaternionFromEuler(roll, pitch, yaw); } static Vector4 FromEuler(const Vector3& vector3) { return ::QuaternionFromEuler(vector3.x, vector3.y, vector3.z); } Vector3 ToEuler() { return ::QuaternionToEuler(*this); } #endif inline Color ColorFromNormalized() { return ::ColorFromNormalized(*this); } operator Color() { return ColorFromNormalized(); } protected: inline void set(::Vector4 vec4) { x = vec4.x; y = vec4.y; z = vec4.z; w = vec4.w; } }; // Alias the Vector4 as Quaternion. typedef Vector4 Quaternion; } // namespace raylib #endif // RAYLIB_CPP_INCLUDE_VECTOR4_HPP_