text: /**
   * PANDA 3D SOFTWARE
   * Copyright (c) Carnegie Mellon University.  All rights reserved.
   *
   * All use of this software is subject to the terms of the revised BSD
   * license.  You should have received a copy of this license along
   * with this source code in a file named "LICENSE."
   *
   * @file lvecBase4_src.h
   * @author drose
   * @date 2000-03-08
   */
  
  class FLOATNAME(LVecBase2);
  class FLOATNAME(LVecBase3);
  class FLOATNAME(LPoint3);
  class FLOATNAME(LVector3);
  class FLOATNAME(UnalignedLVecBase4);
  
  /**
   * This is the base class for all three-component vectors and points.
   */
  class EXPCL_PANDA_LINMATH ALIGN_LINMATH FLOATNAME(LVecBase4) {
  PUBLISHED:
    typedef FLOATTYPE numeric_type;
    typedef const FLOATTYPE *iterator;
    typedef const FLOATTYPE *const_iterator;
  
    enum {
      num_components = 4,
  
  #ifdef FLOATTYPE_IS_INT
      is_int = 1
  #else
      is_int = 0
  #endif
    };
  
    INLINE_LINMATH FLOATNAME(LVecBase4)() = default;
    INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE fill_value);
    INLINE_LINMATH FLOATNAME(LVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
    INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(UnalignedLVecBase4) &copy);
    INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVecBase3) &copy, FLOATTYPE w);
    INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LPoint3) &point);
    INLINE_LINMATH FLOATNAME(LVecBase4)(const FLOATNAME(LVector3) &vector);
    ALLOC_DELETED_CHAIN(FLOATNAME(LVecBase4));
  
  #ifdef CPPPARSER
    FLOATNAME(LVecBase4) &operator = (const FLOATNAME(LVecBase4) &copy) = default;
    FLOATNAME(LVecBase4) &operator = (FLOATTYPE fill_value) = default;
  #endif
  
    INLINE_LINMATH static const FLOATNAME(LVecBase4) &zero();
    INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_x();
    INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_y();
    INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_z();
    INLINE_LINMATH static const FLOATNAME(LVecBase4) &unit_w();
  
    EXTENSION(INLINE_LINMATH PyObject *__reduce__(PyObject *self) const);
    EXTENSION(INLINE_LINMATH PyObject *__getattr__(PyObject *self, const string &attr_name) const);
    EXTENSION(INLINE_LINMATH int __setattr__(PyObject *self, const string &attr_name, PyObject *assign));
  
    INLINE_LINMATH FLOATTYPE operator [](int i) const;
    INLINE_LINMATH FLOATTYPE &operator [](int i);
    constexpr static int size() { return 4; }
  
    INLINE_LINMATH bool is_nan() const;
  
    INLINE_LINMATH FLOATTYPE get_cell(int i) const;
    INLINE_LINMATH void set_cell(int i, FLOATTYPE value);
  
    INLINE_LINMATH FLOATTYPE get_x() const;
    INLINE_LINMATH FLOATTYPE get_y() const;
    INLINE_LINMATH FLOATTYPE get_z() const;
    INLINE_LINMATH FLOATTYPE get_w() const;
  
    INLINE_LINMATH FLOATNAME(LVecBase3) get_xyz() const;
    INLINE_LINMATH FLOATNAME(LVecBase2) get_xy() const;
  
    INLINE_LINMATH void set_x(FLOATTYPE value);
    INLINE_LINMATH void set_y(FLOATTYPE value);
    INLINE_LINMATH void set_z(FLOATTYPE value);
    INLINE_LINMATH void set_w(FLOATTYPE value);
  
  PUBLISHED:
    MAKE_PROPERTY(x, get_x, set_x);
    MAKE_PROPERTY(y, get_y, set_y);
    MAKE_PROPERTY(z, get_z, set_z);
  
    MAKE_PROPERTY(xyz, get_xyz);
    MAKE_PROPERTY(xy, get_xy);
  
    // These next functions add to an existing value.  i.e.
    // foo.set_x(foo.get_x() + value) These are useful to reduce overhead in
    // scripting languages:
    INLINE_LINMATH void add_to_cell(int i, FLOATTYPE value);
    INLINE_LINMATH void add_x(FLOATTYPE value);
    INLINE_LINMATH void add_y(FLOATTYPE value);
    INLINE_LINMATH void add_z(FLOATTYPE value);
    INLINE_LINMATH void add_w(FLOATTYPE value);
  
    INLINE_LINMATH const FLOATTYPE *get_data() const;
    constexpr static int get_num_components() { return 4; }
    INLINE_LINMATH void extract_data(float*){};
  
  public:
    INLINE_LINMATH iterator begin();
    INLINE_LINMATH iterator end();
  
    INLINE_LINMATH const_iterator begin() const;
    INLINE_LINMATH const_iterator end() const;
  
  PUBLISHED:
    INLINE_LINMATH void fill(FLOATTYPE fill_value);
    INLINE_LINMATH void set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
  
    INLINE_LINMATH FLOATTYPE dot(const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH FLOATTYPE length_squared() const;
  
  #ifndef FLOATTYPE_IS_INT
    INLINE_LINMATH FLOATTYPE length() const;
    INLINE_LINMATH bool normalize();
    INLINE_LINMATH FLOATNAME(LVecBase4) normalized() const;
    INLINE_LINMATH FLOATNAME(LVecBase4) project(const FLOATNAME(LVecBase4) &onto) const;
  #endif
  
    INLINE_LINMATH bool operator < (const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH bool operator == (const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH bool operator != (const FLOATNAME(LVecBase4) &other) const;
  
    INLINE_LINMATH int compare_to(const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH size_t get_hash() const;
    INLINE_LINMATH size_t add_hash(size_t hash) const;
    INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen) const;
  
  #ifndef FLOATTYPE_IS_INT
    INLINE_LINMATH int compare_to(const FLOATNAME(LVecBase4) &other,
                                  FLOATTYPE threshold) const;
    INLINE_LINMATH size_t get_hash(FLOATTYPE threshold) const;
    INLINE_LINMATH size_t add_hash(size_t hash, FLOATTYPE threshold) const;
    INLINE_LINMATH void generate_hash(ChecksumHashGenerator &hashgen,
                                      FLOATTYPE threshold) const;
  #endif
  
    INLINE_LINMATH FLOATNAME(LVecBase4) operator - () const;
  
    INLINE_LINMATH FLOATNAME(LVecBase4)
    operator + (const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH FLOATNAME(LVecBase4)
    operator - (const FLOATNAME(LVecBase4) &other) const;
  
    INLINE_LINMATH FLOATNAME(LVecBase4) operator * (FLOATTYPE scalar) const;
    INLINE_LINMATH FLOATNAME(LVecBase4) operator / (FLOATTYPE scalar) const;
  
    INLINE_LINMATH void operator += (const FLOATNAME(LVecBase4) &other);
    INLINE_LINMATH void operator -= (const FLOATNAME(LVecBase4) &other);
  
    INLINE_LINMATH void operator *= (FLOATTYPE scalar);
    INLINE_LINMATH void operator /= (FLOATTYPE scalar);
  
    INLINE_LINMATH void componentwise_mult(const FLOATNAME(LVecBase4) &other);
  
    EXTENSION(INLINE_LINMATH FLOATNAME(LVecBase4) __pow__(FLOATTYPE exponent) const);
    EXTENSION(INLINE_LINMATH PyObject *__ipow__(PyObject *self, FLOATTYPE exponent));
  
    INLINE_LINMATH FLOATNAME(LVecBase4) fmax(const FLOATNAME(LVecBase4) &other) const;
    INLINE_LINMATH FLOATNAME(LVecBase4) fmin(const FLOATNAME(LVecBase4) &other) const;
  
    INLINE_LINMATH bool almost_equal(const FLOATNAME(LVecBase4) &other,
                                     FLOATTYPE threshold) const;
    INLINE_LINMATH bool almost_equal(const FLOATNAME(LVecBase4) &other) const;
  
    INLINE_LINMATH void output(ostream &out) const;
    EXTENSION(INLINE_LINMATH string __repr__() const);
  
    INLINE_LINMATH void write_datagram_fixed(Datagram &destination) const;
    INLINE_LINMATH void read_datagram_fixed(DatagramIterator &source);
    INLINE_LINMATH void write_datagram(Datagram &destination) const;
    INLINE_LINMATH void read_datagram(DatagramIterator &source);
  
  public:
    // The underlying implementation is via the Eigen library, if available.
  
    // Unlike LVecBase2 and LVecBase3, we fully align LVecBase4 to 16-byte
    // boundaries, to take advantage of SSE2 optimizations when available.
    // Sometimes this alignment requirement is inconvenient, so we also provide
    // UnalignedLVecBase4, below.
    typedef LINMATH_MATRIX(FLOATTYPE, 1, 4) EVector4;
    EVector4 _v;
  
    INLINE_LINMATH FLOATNAME(LVecBase4)(const EVector4 &v) : _v(v) { }
  
  private:
    static const FLOATNAME(LVecBase4) _zero;
    static const FLOATNAME(LVecBase4) _unit_x;
    static const FLOATNAME(LVecBase4) _unit_y;
    static const FLOATNAME(LVecBase4) _unit_z;
    static const FLOATNAME(LVecBase4) _unit_w;
  
  public:
    static TypeHandle get_class_type() {
      return _type_handle;
    }
    static void init_type();
  
  private:
    static TypeHandle _type_handle;
  };
  
  /**
   * This is an "unaligned" LVecBase4.  It has no functionality other than to
   * store numbers, and it will pack them in as tightly as possible, avoiding
   * any SSE2 alignment requirements shared by the primary LVecBase4 class.
   *
   * Use it only when you need to pack numbers tightly without respect to
   * alignment, and then copy it to a proper LVecBase4 to get actual use from
   * it.
   */
  class EXPCL_PANDA_LINMATH FLOATNAME(UnalignedLVecBase4) {
  PUBLISHED:
    enum {
      num_components = 4,
  
  #ifdef FLOATTYPE_IS_INT
      is_int = 1
  #else
      is_int = 0
  #endif
    };
  
    INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)() = default;
    INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(const FLOATNAME(LVecBase4) &copy);
    INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(FLOATTYPE fill_value);
    INLINE_LINMATH FLOATNAME(UnalignedLVecBase4)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
  
    INLINE_LINMATH void fill(FLOATTYPE fill_value);
    INLINE_LINMATH void set(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w);
  
    INLINE_LINMATH FLOATTYPE operator [](int i) const;
    INLINE_LINMATH FLOATTYPE &operator [](int i);
    constexpr static int size() { return 4; }
  
    INLINE_LINMATH const FLOATTYPE *get_data() const;
    constexpr static int get_num_components() { return 4; }
  
    INLINE_LINMATH bool operator == (const FLOATNAME(UnalignedLVecBase4) &other) const;
    INLINE_LINMATH bool operator != (const FLOATNAME(UnalignedLVecBase4) &other) const;
  
  public:
    typedef FLOATTYPE numeric_type;
    typedef UNALIGNED_LINMATH_MATRIX(FLOATTYPE, 1, 4) UVector4;
    UVector4 _v;
  
  public:
    static TypeHandle get_class_type() {
      return _type_handle;
    }
    static void init_type();
  
  private:
    static TypeHandle _type_handle;
  };
  
  INLINE ostream &operator << (ostream &out, const FLOATNAME(LVecBase4) &vec) {
    vec.output(out);
    return out;
  }
  
  #include "lvecBase4_src.I"
  