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#include "Vector4f.h"
Vector4f::Vector4f() {}
Vector4f::Vector4f(float x_, float y_, float z_, float w_)
{
x = x_;
y = y_;
z = z_;
w = w_;
}
float Vector4f::dotProduct(const Vector4f& a)
{
return ((x * a.x) + (y * a.y) + (z * a.z));
}
Vector4f Vector4f::crossProduct(const Vector4f& a)
{
return Vector4f((y * a.z - z * a.y), (z * a.x - x * a.z), (x * a.y - y * a.x), (w * a.w));
}
Vector4f Vector4f::multiplyMatrix(const Matrix4f& a)
{
float x1, y1, z1, w1;
x1 = ((x * a.m[0][0]) + (y * a.m[0][1]) + (z * a.m[0][2]) + (w * a.m[0][3]));
y1 = ((x * a.m[1][0]) + (y * a.m[1][1]) + (z * a.m[1][2]) + (w * a.m[1][3]));
z1 = ((x * a.m[2][0]) + (y * a.m[2][1]) + (z * a.m[2][2]) + (w * a.m[2][3]));
w1 = ((x * a.m[3][0]) + (y * a.m[3][1]) + (z * a.m[3][2]) + (w * a.m[3][3]));
return Vector4f(x1, y1, z1, w1);
}
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