NW4F G3d
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nw::g3d::math::Vec4 Class Reference

#include <g3d_Vector4.h>

Inherits nw::g3d::math::Vec4_t.

Public Member Functions

Vec4Set (float x, float y, float z, float w)
Vec4Set (const float *a)
Vec4Set (const Vec4 &v)
Vec4Zero ()
Vec4Neg (const Vec4 &v)
Vec4Rcp (const Vec4 &v)
Vec4Add (const Vec4 &lhs, const Vec4 &rhs)
Vec4Sub (const Vec4 &lhs, const Vec4 &rhs)
Vec4Mul (const Vec4 &lhs, const Vec4 &rhs)
Vec4Div (const Vec4 &lhs, const Vec4 &rhs)
Vec4Mul (const Vec4 &lhs, float rhs)
Vec4Div (const Vec4 &lhs, float rhs)
float Normalize (const Vec4 &v)

Static Public Member Functions

static Vec4 Make (float x, float y, float z, float w)
static Vec4Cast (float *a)
static const Vec4Cast (const float *a)
static float Length (const Vec4 &v)
static float LengthSq (const Vec4 &v)
static float Distance (const Vec4 &lhs, const Vec4 &rhs)
static float DistanceSq (const Vec4 &lhs, const Vec4 &rhs)
static float Dot (const Vec4 &lhs, const Vec4 &rhs)

Additional Inherited Members

Public Types inherited from nw::g3d::math::Vec4_t
enum  { DIM = 4 , DIM_PS = DIM / 2 }
Public Attributes inherited from nw::g3d::math::Vec4_t
union { 
   struct { 
      float   x 
      float   y 
      float   z 
      float   w 
   } 
   float   a [DIM
}; 

Member Function Documentation

◆ Make()

NW_G3D_MATH_INLINE Vec4 nw::g3d::math::Vec4::Make ( float x,
float y,
float z,
float w )
static

◆ Cast() [1/2]

NW_G3D_MATH_INLINE Vec4 * nw::g3d::math::Vec4::Cast ( float * a)
static

◆ Cast() [2/2]

NW_G3D_MATH_INLINE const Vec4 * nw::g3d::math::Vec4::Cast ( const float * a)
static

◆ Set() [1/3]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Set ( float x,
float y,
float z,
float w )

◆ Set() [2/3]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Set ( const float * a)

◆ Set() [3/3]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Set ( const Vec4 & v)

◆ Zero()

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Zero ( )

◆ Neg()

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Neg ( const Vec4 & v)

◆ Rcp()

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Rcp ( const Vec4 & v)

◆ Add()

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Add ( const Vec4 & lhs,
const Vec4 & rhs )

◆ Sub()

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Sub ( const Vec4 & lhs,
const Vec4 & rhs )

◆ Mul() [1/2]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Mul ( const Vec4 & lhs,
const Vec4 & rhs )

◆ Div() [1/2]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Div ( const Vec4 & lhs,
const Vec4 & rhs )

◆ Mul() [2/2]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Mul ( const Vec4 & lhs,
float rhs )

◆ Div() [2/2]

NW_G3D_MATH_INLINE Vec4 & nw::g3d::math::Vec4::Div ( const Vec4 & lhs,
float rhs )

◆ Length()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::Length ( const Vec4 & v)
static

◆ LengthSq()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::LengthSq ( const Vec4 & v)
static

◆ Distance()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::Distance ( const Vec4 & lhs,
const Vec4 & rhs )
static

◆ DistanceSq()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::DistanceSq ( const Vec4 & lhs,
const Vec4 & rhs )
static

◆ Dot()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::Dot ( const Vec4 & lhs,
const Vec4 & rhs )
static

◆ Normalize()

NW_G3D_MATH_INLINE float nw::g3d::math::Vec4::Normalize ( const Vec4 & v)