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Vector4D.hpp
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Vector4D.hpp
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#pragma once
#include <cmath>
struct Vector4D {
float x;
float y;
float z;
float w;
Vector4D() {};
Vector4D(float _x, float _y, float _z, float _w) {
x = _x;
y = _y;
z = _z;
w = _w;
}
float operator[](int i) const;
float& operator[](int i);
float length() {
return std::sqrt(x*x + y*y + z*z + w*w);
}
float distance(const Vector4D& o) {
return std::sqrt(std::pow(x - o.x, 2) + pow(y - o.y, 2) + pow(z - o.z, 2) + pow(w - o.w, 2));
}
Vector4D vscale(const Vector4D& s) {
return Vector4D(x*s.x, y*s.y, z*s.z, w*s.w);
}
Vector4D scale(float s) {
return Vector4D(x*s, y*s, z*s, w*s);
}
Vector4D normalize() {
float l = length();
return Vector4D(x / l, y / l, z / l, w / l);
}
Vector4D add(const Vector4D& o) {
return Vector4D(x + o.x, y + o.y, z + o.z, w + o.w);
}
Vector4D sub(const Vector4D& o) {
return Vector4D(x - o.x, y - o.y, z - o.z, w - o.w);
}
Vector4D clone() {
return Vector4D(x, y, z, w);
}
};