namespace Dali
{
/**
- * @addtogroup dali-core-math
+ * @addtogroup dali_core_math
* @{
*/
/**
* @brief A four dimensional vector.
*
- * Components can be used as position or offset (x,y,z,w); color (r,g,b,a) or texture coords(s,t,p,q)
+ * Components can be used as position or offset (x,y,z,w); color (r,g,b,a) or texture coords(s,t,p,q).
+ * @SINCE_1_0.0
*/
struct DALI_IMPORT_API Vector4
{
/**
* @brief Default constructor, initializes the vector to 0.
+ * @SINCE_1_0.0
*/
Vector4()
: x(0.0f),
/**
* @brief Conversion constructor from four floats.
*
- * @param [in] x (or r/s) component
- * @param [in] y (or g/t) component
- * @param [in] z (or b/p) component
- * @param [in] w (or a/q) component
+ * @SINCE_1_0.0
+ * @param[in] x x (or r/s) component
+ * @param[in] y y (or g/t) component
+ * @param[in] z z (or b/p) component
+ * @param[in] w w (or a/q) component
*/
explicit Vector4(float x, float y, float z, float w)
: x(x),
/**
* @brief Conversion constructor from an array of four floats.
*
- * @param [in] array of either xyzw/rgba/stpq
+ * @SINCE_1_0.0
+ * @param[in] array Array of either xyzw/rgba/stpq
*/
explicit Vector4(const float* array)
: x(array[0]),
/**
* @brief Conversion constructor from Vector2.
*
- * @param [in] vec2 to copy from, z and w are initialized to 0
+ * @SINCE_1_0.0
+ * @param[in] vec2 Vector2 to copy from, z and w are initialized to 0
*/
explicit Vector4( const Vector2& vec2 );
/**
* @brief Conversion constructor from Vector3.
*
- * @param [in] vec3 to copy from, w is initialized to 0
+ * @SINCE_1_0.0
+ * @param[in] vec3 Vector3 to copy from, w is initialized to 0
*/
explicit Vector4( const Vector3& vec3 );
/**
* @brief Assignment operator.
*
- * @param [in] array of floats
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] array Array of floats
+ * @return Itself
*/
Vector4& operator=(const float* array)
{
/**
* @brief Assignment operator.
*
- * Only sets x and y. z and w are left as they were
- * @param [in] vec2 to assign from.
- * @return itself
+ * Only sets x and y. z and w are left as they were.
+ * @SINCE_1_0.0
+ * @param[in] vec2 A reference to assign from
+ * @return Itself
*/
Vector4& operator=(const Vector2& vec2 );
/**
* @brief Assignment operator.
*
- * Only sets x and y and z. w is left as it was
- * @param [in] vec3 to assign from
- * @return itself
+ * Only sets x and y and z. w is left as it was.
+ * @SINCE_1_0.0
+ * @param[in] vec3 A reference to assign from
+ * @return Itself
*/
Vector4& operator=(const Vector3& vec3 );
/**
* @brief Addition operator.
*
- * @param[in] rhs vector to add.
+ * @SINCE_1_0.0
+ * @param[in] rhs Vector to add
* @return A vector containing the result of the addition
*/
Vector4 operator+(const Vector4 & rhs) const
/**
* @brief Addition assignment operator.
*
- * @param[in] rhs vector to add.
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs Vector to add
+ * @return Itself
*/
Vector4& operator+=(const Vector4& rhs)
{
/**
* @brief Subtraction operator.
*
- * @param[in] rhs the vector to subtract
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to subtract
* @return A vector containing the result of the subtraction
*/
Vector4 operator-(const Vector4& rhs) const
/**
* @brief Subtraction assignment operator.
*
- * @param[in] rhs the vector to subtract
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to subtract
+ * @return Itself
*/
Vector4& operator-=(const Vector4& rhs)
{
/**
* @brief Multiplication operator.
*
- * @param[in] rhs the vector to multiply
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to multiply
* @return A vector containing the result of the multiplication
*/
Vector4 operator*(const Vector4& rhs) const
/**
* @brief Multiplication operator.
*
- * @param[in] rhs the float value to scale the vector
+ * @SINCE_1_0.0
+ * @param[in] rhs The float value to scale the vector
* @return A vector containing the result of the scaling
*/
Vector4 operator*(float rhs) const
/**
* @brief Multiplication assignment operator.
*
- * @param[in] rhs the vector to multiply
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to multiply
+ * @return Itself
*/
Vector4& operator*=(const Vector4& rhs)
{
/**
* @brief Multiplication assignment operator.
*
- * @param[in] rhs the float value to scale the vector
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs The float value to scale the vector
+ * @return Itself
*/
Vector4& operator*=(float rhs)
{
/**
* @brief Division operator.
*
- * @param[in] rhs the vector to divide
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to divide
* @return A vector containing the result of the division
*/
Vector4 operator/(const Vector4 & rhs) const
/**
* @brief Division operator.
*
+ * @SINCE_1_0.0
* @param[in] rhs The float value to scale the vector by
* @return A vector containing the result of the scaling
*/
/**
* @brief Division assignment operator.
*
- * @param[in] rhs the vector to divide
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs The vector to divide
+ * @return Itself
*/
Vector4& operator/=(const Vector4& rhs)
{
/**
* @brief Division assignment operator.
*
- * @param[in] rhs the float value to scale the vector by
- * @return itself
+ * @SINCE_1_0.0
+ * @param[in] rhs The float value to scale the vector by
+ * @return Itself
*/
Vector4& operator/=(float rhs)
{
/**
* @brief Unary negation operator.
*
- * @return the negative value
+ * @SINCE_1_0.0
+ * @return The negative value
*/
Vector4 operator-() const
{
/**
* @brief Equality operator.
*
- * Utilises appropriate machine epsilon values.
+ * Utilizes appropriate machine epsilon values.
*
+ * @SINCE_1_0.0
* @param[in] rhs The vector to test against
- * @return true if the vectors are equal
+ * @return True if the vectors are equal
*/
bool operator==(const Vector4 &rhs) const;
/**
* @brief Inequality operator.
*
- * Utilises appropriate machine epsilon values.
+ * Utilizes appropriate machine epsilon values.
*
+ * @SINCE_1_0.0
* @param[in] rhs The vector to test against
- * @return true if the vectors are not equal
+ * @return True if the vectors are not equal
*/
bool operator!=(const Vector4 &rhs) const
{
/**
* @brief Const array subscript operator overload.
*
- * Asserts if index is out of range. Should be 0, 1, 2 or 3
- * @param[in] index Subscript
- * @return The float at the given index
+ * Asserts if index is out of range. Should be 0, 1, 2 or 3.
+ * @SINCE_1_0.0
+ * @param[in] index Subscript index
+ * @return The float at the given index
*/
const float& operator[](const unsigned int index) const
{
/**
* @brief Mutable array subscript operator overload.
*
- * Asserts if index is out of range. Should be 0, 1, 2 or 3
+ * Asserts if index is out of range. Should be 0, 1, 2 or 3.
+ * @SINCE_1_0.0
* @param[in] index Subscript index
- * @return The float at the given index
+ * @return The float at the given index
*/
float& operator[](const unsigned int index)
{
* The dot product is the length of one vector in the direction of another vector.
* This is great for lighting, threshold testing the angle between two unit vectors,
* calculating the distance between two points in a particular direction.
- * @param [in] other the other vector
- * @return the dot product
+ * @SINCE_1_0.0
+ * @param[in] other The other vector
+ * @return The dot product
*/
float Dot(const Vector3& other) const;
* The dot product is the length of one vector in the direction of another vector.
* This is great for lighting, threshold testing the angle between two unit vectors,
* calculating the distance between two points in a particular direction.
- * @param [in] other the other vector
- * @return the dot product
+ * @SINCE_1_0.0
+ * @param[in] other The other vector
+ * @return The dot product
*/
float Dot(const Vector4& other) const;
/**
* @brief Returns the 4d dot product of this vector and another vector.
*
- * @param [in] other the other vector
- * @return the dot product
+ * @SINCE_1_0.0
+ * @param[in] other The other vector
+ * @return The dot product
*/
float Dot4(const Vector4& other) const;
* The cross produce of two vectors is a vector which is perpendicular to the plane of the
* two vectors. This is great for calculating normals and making matrices orthogonal.
*
- * @param [in] other the other vector
+ * @SINCE_1_0.0
+ * @param[in] other The other vector
* @return A vector containing the cross product
*/
Vector4 Cross(const Vector4& other) const;
/**
* @brief Returns the length of the vector.
*
- * @return the length.
+ * @SINCE_1_0.0
+ * @return The length
*/
float Length() const;
*
* This is faster than using Length() when performing
* threshold checks as it avoids use of the square root.
- * @return the length of the vector squared.
+ * @SINCE_1_0.0
+ * @return The length of the vector squared
*/
float LengthSquared() const;
* @brief Normalizes the vector.
*
* Sets the vector to unit length whilst maintaining its direction.
+ * @SINCE_1_0.0
*/
void Normalize();
/**
* @brief Clamps the vector between minimum and maximum vectors.
*
- * @param [in] min the minimum vector
- * @param [in] max the maximum vector
+ * @SINCE_1_0.0
+ * @param[in] min The minimum vector
+ * @param[in] max The maximum vector
*/
void Clamp( const Vector4& min, const Vector4& max );
/**
* @brief Returns the contents of the vector as an array of 4 floats.
*
+ * @code
+ *
* The order of the values in this array are as follows:
* 0: x (or r, or s)
* 1: y (or g, or t)
* 2: z (or b, or p)
* 3: w (or a, or q)
+ *
+ * @endcode
+ *
+ * @SINCE_1_0.0
+ * @return The vector contents as an array of 4 floats
* @note inlined for performance reasons (generates less code than a function call)
- * @return the vector contents as an array of 4 floats.
*/
const float* AsFloat() const {return &x;}
/**
* @brief Returns the contents of the vector as an array of 4 floats.
*
+ * @code
+ *
* The order of the values in this array are as follows:
* 0: x (or r, or s)
* 1: y (or g, or t)
* 2: z (or b, or p)
* 3: w (or a, or q)
+ *
+ * @endcode
+ *
+ * @SINCE_1_0.0
+ * @return The vector contents as an array of 4 floats
* @note inlined for performance reasons (generates less code than a function call)
- * @return the vector contents as an array of 4 floats.
*/
float* AsFloat() {return &x;}
/**
* @brief Print a Vector4.
*
- * @param [in] o The output stream operator.
- * @param [in] vector The vector to print.
- * @return The output stream operator.
+ * @SINCE_1_0.0
+ * @param[in] o The output stream operator
+ * @param[in] vector The vector to print
+ * @return The output stream operator
*/
DALI_IMPORT_API std::ostream& operator<<(std::ostream& o, const Vector4& vector);
/**
* @brief Returns a vector with components set to the minimum of the corresponding component in a and b.
*
- * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 0,0,1,2
- * @param [in] a a vector
- * @param [in] b a vector
- * @return a vector containing the minimum of each component from a and b
+ * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 0,0,1,2.
+ * @SINCE_1_0.0
+ * @param[in] a A vector
+ * @param[in] b A vector
+ * @return A vector containing the minimum of each component from a and b
*/
inline Vector4 Min( const Vector4& a, const Vector4& b )
{
/**
* @brief Returns a vector with components set to the maximum of the corresponding component in a and b.
*
- * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 4,1,2,3
- * @param [in] a a vector
- * @param [in] b a vector
- * @return a vector containing the maximum of each component from a and b
+ * If a=0,1,2,3 and b=4,0,1,2 returns a vector of 4,1,2,3.
+ * @SINCE_1_0.0
+ * @param[in] a A vector
+ * @param[in] b A vector
+ * @return A vector containing the maximum of each component from a and b
*/
inline Vector4 Max( const Vector4& a, const Vector4& b )
{
/**
* @brief Clamps each of vector v's components between minimum and maximum values.
*
- * @param [in] v a vector
- * @param [in] min the minimum value
- * @param [in] max the maximum value
- * @return a vector containing the clamped components of v
+ * @SINCE_1_0.0
+ * @param[in] v A vector
+ * @param[in] min The minimum value
+ * @param[in] max The maximum value
+ * @return A vector containing the clamped components of v
*/
DALI_IMPORT_API Vector4 Clamp( const Vector4& v, const float& min, const float& max );