mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 16:57:16 +01:00
630 lines
21 KiB
C++
630 lines
21 KiB
C++
// ------------------------------------------------------------------------------------------------
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#include "Base/Vector4.hpp"
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#include "Base/Vector3.hpp"
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#include "Base/Quaternion.hpp"
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#include "Base/Shared.hpp"
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#include "Library/Numeric/Random.hpp"
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// ------------------------------------------------------------------------------------------------
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#include <limits>
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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const Vector4 Vector4::NIL = Vector4(0);
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const Vector4 Vector4::MIN = Vector4(std::numeric_limits< Vector4::Value >::min());
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const Vector4 Vector4::MAX = Vector4(std::numeric_limits< Vector4::Value >::max());
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// ------------------------------------------------------------------------------------------------
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SQChar Vector4::Delim = ',';
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// ------------------------------------------------------------------------------------------------
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SQInteger Vector4::Typename(HSQUIRRELVM vm)
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{
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static const SQChar name[] = _SC("Vector4");
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sq_pushstring(vm, name, sizeof(name));
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return 1;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4()
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: x(0.0), y(0.0), z(0.0), w(0.0)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value sv)
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: x(sv), y(sv), z(sv), w(sv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value xv, Value yv, Value zv)
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: x(xv), y(yv), z(zv), w(0.0)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4::Vector4(Value xv, Value yv, Value zv, Value wv)
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: x(xv), y(yv), z(zv), w(wv)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator = (Value s)
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{
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x = s;
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y = s;
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z = s;
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w = s;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator = (const Vector3 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = 0.0;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator = (const Quaternion & q)
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{
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x = q.x;
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y = q.y;
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z = q.z;
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w = q.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator += (const Vector4 & v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator -= (const Vector4 & v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator *= (const Vector4 & v)
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{
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x *= v.x;
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y *= v.y;
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z *= v.z;
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w *= v.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator /= (const Vector4 & v)
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{
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x /= v.x;
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y /= v.y;
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z /= v.z;
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w /= v.w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator %= (const Vector4 & v)
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{
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x = std::fmod(x, v.x);
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y = std::fmod(y, v.y);
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z = std::fmod(z, v.z);
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w = std::fmod(w, v.w);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator += (Value s)
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{
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x += s;
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y += s;
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z += s;
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w += s;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator -= (Value s)
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{
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x -= s;
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y -= s;
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z -= s;
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w -= s;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator *= (Value s)
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{
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x *= s;
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y *= s;
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z *= s;
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w *= s;
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return *this;
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}
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Vector4 & Vector4::operator /= (Value s)
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{
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x /= s;
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y /= s;
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z /= s;
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w /= s;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator %= (Value s)
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{
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x = std::fmod(x, s);
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y = std::fmod(y, s);
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z = std::fmod(z, s);
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w = std::fmod(w, s);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator ++ ()
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{
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++x;
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++y;
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++z;
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++w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 & Vector4::operator -- ()
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{
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--x;
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--y;
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--z;
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--w;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator ++ (int)
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{
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Vector4 state(*this);
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++x;
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++y;
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++z;
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++w;
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return state;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator -- (int)
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{
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Vector4 state(*this);
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--x;
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--y;
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--z;
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--w;
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return state;
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + (const Vector4 & v) const
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{
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return Vector4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator - (const Vector4 & v) const
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{
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return Vector4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator * (const Vector4 & v) const
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{
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return Vector4(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator / (const Vector4 & v) const
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{
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return Vector4(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator % (const Vector4 & v) const
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{
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return Vector4(std::fmod(x, v.x), std::fmod(y, v.y), std::fmod(z, v.z), std::fmod(w, v.w));
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + (Value s) const
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{
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return Vector4(x + s, y + s, z + s, w + s);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator - (Value s) const
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{
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return Vector4(x - s, y - s, z - s, w - s);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator * (Value s) const
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{
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return Vector4(x * s, y * s, z * s, w * s);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator / (Value s) const
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{
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return Vector4(x / s, y / s, z / s, w / s);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator % (Value s) const
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{
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return Vector4(std::fmod(x, s), std::fmod(y, s), std::fmod(z, s), std::fmod(w, s));
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator + () const
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{
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return Vector4(std::fabs(x), std::fabs(y), std::fabs(z), std::fabs(w));
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::operator - () const
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{
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return Vector4(-x, -y, -z, -w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator == (const Vector4 & v) const
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{
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return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z) && EpsEq(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator != (const Vector4 & v) const
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{
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return !EpsEq(x, v.x) || !EpsEq(y, v.y) || !EpsEq(z, v.z) || !EpsEq(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator < (const Vector4 & v) const
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{
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return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z) && EpsLt(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator > (const Vector4 & v) const
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{
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return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z) && EpsGt(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator <= (const Vector4 & v) const
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{
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return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z) && EpsLtEq(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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bool Vector4::operator >= (const Vector4 & v) const
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{
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return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z) && EpsGtEq(w, v.w);
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}
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// ------------------------------------------------------------------------------------------------
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Int32 Vector4::Cmp(const Vector4 & o) const
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{
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if (*this == o)
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{
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return 0;
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}
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else if (*this > o)
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{
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return 1;
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}
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else
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{
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return -1;
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}
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}
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// ------------------------------------------------------------------------------------------------
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CSStr Vector4::ToString() const
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{
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return ToStrF("%f,%f,%f,%f", x, y, z, w);
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetScalar(Value ns)
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{
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x = ns;
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y = ns;
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z = ns;
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w = ns;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetVector4(const Vector4 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetVector4Ex(Value nx, Value ny, Value nz, Value nw)
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{
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x = nx;
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y = ny;
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z = nz;
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w = nw;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetVector3(const Vector3 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = 0.0;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetVector3Ex(Value nx, Value ny, Value nz)
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{
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x = nx;
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y = ny;
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z = nz;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetQuaternion(const Quaternion & q)
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{
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x = q.x;
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y = q.y;
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z = q.z;
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w = q.w;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetQuaternionEx(Value nx, Value ny, Value nz, Value nw)
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{
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x = nx;
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y = ny;
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z = nz;
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w = nw;
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::SetStr(CSStr values, SQChar delim)
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{
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SetVector4(Vector4::Get(values, delim));
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::Generate()
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{
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x = GetRandomFloat32();
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y = GetRandomFloat32();
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z = GetRandomFloat32();
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w = GetRandomFloat32();
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::Generate(Value min, Value max)
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{
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if (max < min)
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{
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STHROWF("max value is lower than min value");
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}
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x = GetRandomFloat32(min, max);
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y = GetRandomFloat32(min, max);
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z = GetRandomFloat32(min, max);
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y = GetRandomFloat32(min, max);
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}
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// ------------------------------------------------------------------------------------------------
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void Vector4::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax, Value wmin, Value wmax)
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{
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if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin) || EpsLt(wmax, wmin))
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{
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STHROWF("max value is lower than min value");
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}
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x = GetRandomFloat32(xmin, xmax);
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y = GetRandomFloat32(ymin, ymax);
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z = GetRandomFloat32(zmin, zmax);
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y = GetRandomFloat32(ymin, ymax);
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}
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// ------------------------------------------------------------------------------------------------
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Vector4 Vector4::Abs() const
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{
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return Vector4(std::fabs(x), std::fabs(y), std::fabs(z), std::fabs(w));
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & Vector4::Get(CSStr str)
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{
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return Vector4::Get(str, Vector4::Delim);
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & Vector4::Get(CSStr str, SQChar delim)
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{
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// The format specifications that will be used to scan the string
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static SQChar fs[] = _SC(" %f , %f , %f , %f ");
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static Vector4 vec;
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// Clear previous values, if any
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vec.Clear();
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// Is the specified string empty?
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if (!str || *str == '\0')
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{
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return vec; // Return the value as is!
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}
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// Assign the specified delimiter
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fs[4] = delim;
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fs[9] = delim;
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fs[14] = delim;
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// Attempt to extract the component values from the specified string
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std::sscanf(str, &fs[0], &vec.x, &vec.y, &vec.z, &vec.w);
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// Return the resulted value
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return vec;
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & GetVector4()
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{
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static Vector4 vec;
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vec.Clear();
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return vec;
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & GetVector4(Float32 sv)
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{
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static Vector4 vec;
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vec.SetScalar(sv);
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return vec;
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & GetVector4(Float32 xv, Float32 yv, Float32 zv)
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{
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static Vector4 vec;
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vec.SetVector3Ex(xv, yv, zv);
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return vec;
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & GetVector4(Float32 xv, Float32 yv, Float32 zv, Float32 wv)
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{
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static Vector4 vec;
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vec.SetVector4Ex(xv, yv, zv, wv);
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return vec;
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}
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// ------------------------------------------------------------------------------------------------
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const Vector4 & GetVector4(const Vector4 & o)
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{
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static Vector4 vec;
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vec.SetVector4(o);
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return vec;
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}
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// ================================================================================================
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void Register_Vector4(HSQUIRRELVM vm)
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{
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typedef Vector4::Value Val;
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RootTable(vm).Bind(_SC("Vector4"), Class< Vector4 >(vm, _SC("Vector4"))
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// Constructors
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.Ctor()
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.Ctor< Val >()
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.Ctor< Val, Val, Val >()
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.Ctor< Val, Val, Val, Val >()
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// Member Variables
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.Var(_SC("x"), &Vector4::x)
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.Var(_SC("y"), &Vector4::y)
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.Var(_SC("z"), &Vector4::z)
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.Var(_SC("w"), &Vector4::w)
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.Var(_SC("X"), &Vector4::x)
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.Var(_SC("Y"), &Vector4::y)
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.Var(_SC("Z"), &Vector4::z)
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.Var(_SC("W"), &Vector4::w)
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// Core Meta-methods
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.Func(_SC("_tostring"), &Vector4::ToString)
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.SquirrelFunc(_SC("_typename"), &Vector4::Typename)
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.Func(_SC("_cmp"), &Vector4::Cmp)
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// Meta-methods
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_add"), &Vector4::operator +)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_sub"), &Vector4::operator -)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_mul"), &Vector4::operator *)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_div"), &Vector4::operator /)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("_modulo"), &Vector4::operator %)
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.Func< Vector4 (Vector4::*)(void) const >(_SC("_unm"), &Vector4::operator -)
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// Properties
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.Prop(_SC("Abs"), &Vector4::Abs)
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// Member Methods
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.Func(_SC("SetScalar"), &Vector4::SetScalar)
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.Func(_SC("SetVector4"), &Vector4::SetVector4)
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.Func(_SC("SetVector4Ex"), &Vector4::SetVector4Ex)
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.Func(_SC("SetVector3"), &Vector4::SetVector3)
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.Func(_SC("SetVector3Ex"), &Vector4::SetVector3Ex)
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.Func(_SC("SetQuaternion"), &Vector4::SetQuaternion)
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.Func(_SC("SetQuaternionEx"), &Vector4::SetQuaternionEx)
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.Func(_SC("SetStr"), &Vector4::SetStr)
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.Func(_SC("Clear"), &Vector4::Clear)
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// Member Overloads
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.Overload< void (Vector4::*)(void) >(_SC("Generate"), &Vector4::Generate)
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.Overload< void (Vector4::*)(Val, Val) >(_SC("Generate"), &Vector4::Generate)
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.Overload< void (Vector4::*)(Val, Val, Val, Val, Val, Val, Val, Val) >(_SC("Generate"), &Vector4::Generate)
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// Static Overloads
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.StaticOverload< const Vector4 & (*)(CSStr) >(_SC("FromStr"), &Vector4::Get)
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.StaticOverload< const Vector4 & (*)(CSStr, SQChar) >(_SC("FromStr"), &Vector4::Get)
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// Static Functions
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.StaticFunc(_SC("GetDelimiter"), &SqGetDelimiter< Vector4 >)
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.StaticFunc(_SC("SetDelimiter"), &SqSetDelimiter< Vector4 >)
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// Operator Exposure
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.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opAddAssign"), &Vector4::operator +=)
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.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opSubAssign"), &Vector4::operator -=)
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.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opMulAssign"), &Vector4::operator *=)
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.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opDivAssign"), &Vector4::operator /=)
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.Func< Vector4 & (Vector4::*)(const Vector4 &) >(_SC("opModAssign"), &Vector4::operator %=)
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.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opAddAssignS"), &Vector4::operator +=)
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.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opSubAssignS"), &Vector4::operator -=)
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.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opMulAssignS"), &Vector4::operator *=)
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.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opDivAssignS"), &Vector4::operator /=)
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.Func< Vector4 & (Vector4::*)(Vector4::Value) >(_SC("opModAssignS"), &Vector4::operator %=)
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.Func< Vector4 & (Vector4::*)(void) >(_SC("opPreInc"), &Vector4::operator ++)
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.Func< Vector4 & (Vector4::*)(void) >(_SC("opPreDec"), &Vector4::operator --)
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.Func< Vector4 (Vector4::*)(int) >(_SC("opPostInc"), &Vector4::operator ++)
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.Func< Vector4 (Vector4::*)(int) >(_SC("opPostDec"), &Vector4::operator --)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opAdd"), &Vector4::operator +)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opSub"), &Vector4::operator -)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opMul"), &Vector4::operator *)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opDiv"), &Vector4::operator /)
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.Func< Vector4 (Vector4::*)(const Vector4 &) const >(_SC("opMod"), &Vector4::operator %)
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.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opAddS"), &Vector4::operator +)
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.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opSubS"), &Vector4::operator -)
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.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opMulS"), &Vector4::operator *)
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.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opDivS"), &Vector4::operator /)
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.Func< Vector4 (Vector4::*)(Vector4::Value) const >(_SC("opModS"), &Vector4::operator %)
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.Func< Vector4 (Vector4::*)(void) const >(_SC("opUnPlus"), &Vector4::operator +)
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.Func< Vector4 (Vector4::*)(void) const >(_SC("opUnMinus"), &Vector4::operator -)
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.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opEqual"), &Vector4::operator ==)
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.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opNotEqual"), &Vector4::operator !=)
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.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opLessThan"), &Vector4::operator <)
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|
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opGreaterThan"), &Vector4::operator >)
|
|
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opLessEqual"), &Vector4::operator <=)
|
|
.Func< bool (Vector4::*)(const Vector4 &) const >(_SC("opGreaterEqual"), &Vector4::operator >=)
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|
);
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}
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} // Namespace:: SqMod
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