/usr/include/fox-1.6/FXVec4d.h is in libfox-1.6-dev 1.6.50-1+b1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 | /********************************************************************************
* *
* D o u b l e - P r e c i s i o n 4 - E l e m e n t V e c t o r *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXVec4d.h,v 1.27 2006/01/22 17:58:12 fox Exp $ *
********************************************************************************/
#ifndef FXVEC4D_H
#define FXVEC4D_H
namespace FX {
class FXMat4d;
/// Double-precision 4-element vector
class FXAPI FXVec4d {
public:
FXdouble x;
FXdouble y;
FXdouble z;
FXdouble w;
public:
/// Default constructor
FXVec4d(){}
/// Initialize from another vector
FXVec4d(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;}
/// Construct with 3-vector and optional scalar
FXVec4d(const FXVec3d& v,FXdouble ww=1.0){x=v.x;y=v.y;z=v.z;w=ww;}
/// Initialize from array of doubles
FXVec4d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];}
/// Initialize with components
FXVec4d(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww=1.0){x=xx;y=yy;z=zz;w=ww;}
/// Initialize with color
FXVec4d(FXColor color);
/// Return a non-const reference to the ith element
FXdouble& operator[](FXint i){return (&x)[i];}
/// Return a const reference to the ith element
const FXdouble& operator[](FXint i) const {return (&x)[i];}
/// Assign color
FXVec4d& operator=(FXColor color);
/// Assignment
FXVec4d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;w=1.0;return *this;}
FXVec4d& operator=(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;}
/// Assignment from array of doubles
FXVec4d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;}
/// Set value from another vector
FXVec4d& set(const FXVec4d& v){x=v.x;y=v.y;z=v.z;w=v.w;return *this;}
/// Set value from array of floats
FXVec4d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];w=v[3];return *this;}
/// Set value from components
FXVec4d& set(FXdouble xx,FXdouble yy,FXdouble zz,FXdouble ww){x=xx;y=yy;z=zz;w=ww;return *this;}
/// Assigning operators
FXVec4d& operator*=(FXdouble n){x*=n;y*=n;z*=n;w*=n;return *this;}
FXVec4d& operator/=(FXdouble n){x/=n;y/=n;z/=n;w/=n;return *this;}
FXVec4d& operator+=(const FXVec4d& v){x+=v.x;y+=v.y;z+=v.z;w+=v.w;return *this;}
FXVec4d& operator-=(const FXVec4d& v){x-=v.x;y-=v.y;z-=v.z;w-=v.w;return *this;}
/// Conversion
operator FXdouble*(){return &x;}
operator const FXdouble*() const {return &x;}
operator FXVec3d&(){return *reinterpret_cast<FXVec3d*>(this);}
operator const FXVec3d&() const {return *reinterpret_cast<const FXVec3d*>(this);}
/// Convert to color
operator FXColor() const;
/// Unary
FXVec4d operator+() const { return *this; }
FXVec4d operator-() const { return FXVec4d(-x,-y,-z,-w); }
/// Vector and vector
FXVec4d operator+(const FXVec4d& v) const { return FXVec4d(x+v.x,y+v.y,z+v.z,w+v.w); }
FXVec4d operator-(const FXVec4d& v) const { return FXVec4d(x-v.x,y-v.y,z-v.z,w-v.w); }
/// Vector and matrix
FXVec4d operator*(const FXMat4d& m) const;
/// Scaling
friend inline FXVec4d operator*(const FXVec4d& a,FXdouble n);
friend inline FXVec4d operator*(FXdouble n,const FXVec4d& a);
friend inline FXVec4d operator/(const FXVec4d& a,FXdouble n);
friend inline FXVec4d operator/(FXdouble n,const FXVec4d& a);
/// Dot product
FXdouble operator*(const FXVec4d& v) const { return x*v.x+y*v.y+z*v.z+w*v.w; }
/// Test if zero
bool operator!() const {return x==0.0 && y==0.0 && z==0.0 && w==0.0; }
/// Equality tests
bool operator==(const FXVec4d& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; }
bool operator!=(const FXVec4d& v) const { return x!=v.x || y!=v.y || z!=v.z || w!=v.w; }
friend inline bool operator==(const FXVec4d& a,FXdouble n);
friend inline bool operator!=(const FXVec4d& a,FXdouble n);
friend inline bool operator==(FXdouble n,const FXVec4d& a);
friend inline bool operator!=(FXdouble n,const FXVec4d& a);
/// Inequality tests
bool operator<(const FXVec4d& v) const { return x<v.x && y<v.y && z<v.z && w<v.w; }
bool operator<=(const FXVec4d& v) const { return x<=v.x && y<=v.y && z<=v.z && w<=v.w; }
bool operator>(const FXVec4d& v) const { return x>v.x && y>v.y && z>v.z && w>v.w; }
bool operator>=(const FXVec4d& v) const { return x>=v.x && y>=v.y && z>=v.z && w>=v.w; }
friend inline bool operator<(const FXVec4d& a,FXdouble n);
friend inline bool operator<=(const FXVec4d& a,FXdouble n);
friend inline bool operator>(const FXVec4d& a,FXdouble n);
friend inline bool operator>=(const FXVec4d& a,FXdouble n);
friend inline bool operator<(FXdouble n,const FXVec4d& a);
friend inline bool operator<=(FXdouble n,const FXVec4d& a);
friend inline bool operator>(FXdouble n,const FXVec4d& a);
friend inline bool operator>=(FXdouble n,const FXVec4d& a);
/// Length and square of length
FXdouble length2() const { return x*x+y*y+z*z+w*w; }
FXdouble length() const { return sqrt(length2()); }
/// Clamp values of vector between limits
FXVec4d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);w=FXCLAMP(lo,w,hi);return *this;}
/// Lowest or highest components
friend inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b);
friend inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b);
/// Compute normalized plane equation ax+by+cz+d=0
friend FXAPI FXVec4d plane(const FXVec4d& vec);
friend FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist);
friend FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p);
friend FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
/// Signed distance normalized plane and point
FXdouble distance(const FXVec3d& p) const;
/// Return true if edge a-b crosses plane
bool crosses(const FXVec3d& a,const FXVec3d& b) const;
/// Normalize vector
friend FXAPI FXVec4d normalize(const FXVec4d& v);
/// Save to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v);
/// Load from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v);
};
inline FXVec4d operator*(const FXVec4d& a,FXdouble n){return FXVec4d(a.x*n,a.y*n,a.z*n,a.w*n);}
inline FXVec4d operator*(FXdouble n,const FXVec4d& a){return FXVec4d(n*a.x,n*a.y,n*a.z,n*a.w);}
inline FXVec4d operator/(const FXVec4d& a,FXdouble n){return FXVec4d(a.x/n,a.y/n,a.z/n,a.w/n);}
inline FXVec4d operator/(FXdouble n,const FXVec4d& a){return FXVec4d(n/a.x,n/a.y,n/a.z,n/a.w);}
inline bool operator==(const FXVec4d& a,FXdouble n){return a.x==n && a.y==n && a.z==n && a.w==n;}
inline bool operator!=(const FXVec4d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n || a.w!=n;}
inline bool operator==(FXdouble n,const FXVec4d& a){return n==a.x && n==a.y && n==a.z && n==a.w;}
inline bool operator!=(FXdouble n,const FXVec4d& a){return n!=a.x || n!=a.y || n!=a.z || n!=a.w;}
inline bool operator<(const FXVec4d& a,FXdouble n){return a.x<n && a.y<n && a.z<n && a.w<n;}
inline bool operator<=(const FXVec4d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n && a.w<=n;}
inline bool operator>(const FXVec4d& a,FXdouble n){return a.x>n && a.y>n && a.z>n && a.w>n;}
inline bool operator>=(const FXVec4d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n && a.w>=n;}
inline bool operator<(FXdouble n,const FXVec4d& a){return n<a.x && n<a.y && n<a.z && n<a.w;}
inline bool operator<=(FXdouble n,const FXVec4d& a){return n<=a.x && n<=a.y && n<=a.z && n<=a.w;}
inline bool operator>(FXdouble n,const FXVec4d& a){return n>a.x && n>a.y && n>a.z && n>a.w;}
inline bool operator>=(FXdouble n,const FXVec4d& a){return n>=a.x && n>=a.y && n>=a.z && n>=a.w;}
inline FXVec4d lo(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z),FXMIN(a.w,b.w));}
inline FXVec4d hi(const FXVec4d& a,const FXVec4d& b){return FXVec4d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z),FXMAX(a.w,b.w));}
extern FXAPI FXVec4d plane(const FXVec4d& vec);
extern FXAPI FXVec4d plane(const FXVec3d& vec,FXdouble dist);
extern FXAPI FXVec4d plane(const FXVec3d& vec,const FXVec3d& p);
extern FXAPI FXVec4d plane(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
extern FXAPI FXVec4d normalize(const FXVec4d& v);
extern FXAPI FXStream& operator<<(FXStream& store,const FXVec4d& v);
extern FXAPI FXStream& operator>>(FXStream& store,FXVec4d& v);
}
#endif
|