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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
namespace blender {
struct float4 {
float x, y, z, w;
float4() = default;
float4(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}, w{ptr[3]}
{
}
explicit float4(float value) : x(value), y(value), z(value), w(value)
{
}
explicit float4(int value) : x(value), y(value), z(value), w(value)
{
}
float4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w)
{
}
operator float *()
{
return &x;
}
operator const float *() const
{
return &x;
}
float4 &operator+=(const float4 &other)
{
x += other.x;
y += other.y;
z += other.z;
w += other.w;
return *this;
}
friend float4 operator+(const float4 &a, const float4 &b)
{
return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w};
}
float4 &operator*=(float factor)
{
x *= factor;
y *= factor;
z *= factor;
w *= factor;
return *this;
}
friend float4 operator*(const float4 &a, float b)
{
return {a.x * b, a.y * b, a.z * b, a.w * b};
}
friend float4 operator*(float a, const float4 &b)
{
return b * a;
}
};
} // namespace blender
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