text: // Created by: Kirill GAVRILOV
  // Copyright (c) 2013-2014 OPEN CASCADE SAS
  //
  // This file is part of Open CASCADE Technology software library.
  //
  // This library is free software; you can redistribute it and/or modify it under
  // the terms of the GNU Lesser General Public License version 2.1 as published
  // by the Free Software Foundation, with special exception defined in the file
  // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
  // distribution for complete text of the license and disclaimer of any warranty.
  //
  // Alternatively, this file may be used under the terms of Open CASCADE
  // commercial license or contractual agreement.
  
  #ifndef NCollection_Vec4_HeaderFile
  #define NCollection_Vec4_HeaderFile
  
  #include <NCollection_Vec3.hxx>
  
  //! Generic 4-components vector.
  //! To be used as RGBA color vector or XYZW 3D-point with special W-component
  //! for operations with projection / model view matrices.
  //! Use this class for 3D-points carefully because declared W-component may
  //! results in incorrect results if used without matrices.
  template<typename Element_t>
  class NCollection_Vec4
  {
  
  public:
  
    //! Returns the number of components.
    static int Length()
    {
      return 4;
    }
  
    //! Empty constructor. Construct the zero vector.
    NCollection_Vec4()
    {
      std::memset (this, 0, sizeof(NCollection_Vec4));
    }
  
    //! Initialize ALL components of vector within specified value.
    explicit NCollection_Vec4 (const Element_t theValue)
    {
      v[0] = v[1] = v[2] = v[3] = theValue;
    }
  
    //! Per-component constructor.
    explicit NCollection_Vec4 (const Element_t theX,
                               const Element_t theY,
                               const Element_t theZ,
                               const Element_t theW)
    {
      v[0] = theX;
      v[1] = theY;
      v[2] = theZ;
      v[3] = theW;
    }
  
    //! Constructor from 2-components vector.
    explicit NCollection_Vec4 (const NCollection_Vec2<Element_t>& theVec2)
    {
      v[0] = theVec2[0];
      v[1] = theVec2[1];
      v[2] = v[3] = Element_t (0);
    }
  
    //! Constructor from 3-components vector + optional 4th value.
    explicit NCollection_Vec4(const NCollection_Vec3<Element_t>& theVec3, const Element_t theW = Element_t(0))
    {
      std::memcpy (this, &theVec3, sizeof(NCollection_Vec3<Element_t>));
      v[3] = theW;
    }
  
    //! Conversion constructor (explicitly converts some 4-component vector with other element type
    //! to a new 4-component vector with the element type Element_t,
    //! whose elements are static_cast'ed corresponding elements of theOtherVec4 vector)
    //! @tparam OtherElement_t the element type of the other 4-component vector theOtherVec4
    //! @param theOtherVec4 the 4-component vector that needs to be converted
    template <typename OtherElement_t>
    explicit NCollection_Vec4 (const NCollection_Vec4<OtherElement_t>& theOtherVec4)
    {
      v[0] = static_cast<Element_t> (theOtherVec4[0]);
      v[1] = static_cast<Element_t> (theOtherVec4[1]);
      v[2] = static_cast<Element_t> (theOtherVec4[2]);
      v[3] = static_cast<Element_t> (theOtherVec4[3]);
    }
  
    //! Assign new values to the vector.
    void SetValues (const Element_t theX,
                    const Element_t theY,
                    const Element_t theZ,
                    const Element_t theW)
    {
      v[0] = theX;
      v[1] = theY;
      v[2] = theZ;
      v[3] = theW;
    }
  
    //! Assign new values as 3-component vector and a 4-th value.
    void SetValues (const NCollection_Vec3<Element_t>& theVec3, const Element_t theW)
    {
      v[0] = theVec3.x();
      v[1] = theVec3.y();
      v[2] = theVec3.z();
      v[3] = theW;
    }
  
    //! Alias to 1st component as X coordinate in XYZW.
    Element_t x() const { return v[0]; }
  
    //! Alias to 1st component as RED channel in RGBA.
    Element_t r() const { return v[0]; }
  
    //! Alias to 2nd component as Y coordinate in XYZW.
    Element_t y() const { return v[1]; }
  
    //! Alias to 2nd component as GREEN channel in RGBA.
    Element_t g() const { return v[1]; }
  
    //! Alias to 3rd component as Z coordinate in XYZW.
    Element_t z() const { return v[2]; }
  
    //! Alias to 3rd component as BLUE channel in RGBA.
    Element_t b() const { return v[2]; }
  
    //! Alias to 4th component as W coordinate in XYZW.
    Element_t w() const { return v[3]; }
  
    //! Alias to 4th component as ALPHA channel in RGBA.
    Element_t a() const { return v[3]; }
  
    //! @return 2 of XYZW components in specified order as vector in GLSL-style
    NCOLLECTION_VEC_COMPONENTS_2D(x, y)
    NCOLLECTION_VEC_COMPONENTS_2D(x, z)
    NCOLLECTION_VEC_COMPONENTS_2D(x, w)
    NCOLLECTION_VEC_COMPONENTS_2D(y, z)
    NCOLLECTION_VEC_COMPONENTS_2D(y, w)
    NCOLLECTION_VEC_COMPONENTS_2D(z, w)
  
    //! @return 3 of XYZW components in specified order as vector in GLSL-style
    NCOLLECTION_VEC_COMPONENTS_3D(x, y, z)
    NCOLLECTION_VEC_COMPONENTS_3D(x, y, w)
    NCOLLECTION_VEC_COMPONENTS_3D(x, z, w)
    NCOLLECTION_VEC_COMPONENTS_3D(y, z, w)
  
    //! @return RGB components as vector
    NCOLLECTION_VEC_COMPONENTS_3D(r, g, b)
  
    //! Alias to 1st component as X coordinate in XYZW.
    Element_t& x() { return v[0]; }
  
    //! Alias to 1st component as RED channel in RGBA.
    Element_t& r() { return v[0]; }
  
    //! Alias to 2nd component as Y coordinate in XYZW.
    Element_t& y() { return v[1]; }
  
    //! Alias to 2nd component as GREEN channel in RGBA.
    Element_t& g() { return v[1]; } // Green color
  
    //! Alias to 3rd component as Z coordinate in XYZW.
    Element_t& z() { return v[2]; }
  
    //! Alias to 3rd component as BLUE channel in RGBA.
    Element_t& b() { return v[2]; }
  
    //! Alias to 4th component as W coordinate in XYZW.
    Element_t& w() { return v[3]; }
  
    //! Alias to 4th component as ALPHA channel in RGBA.
    Element_t& a() { return v[3]; }
  
    //! Check this vector with another vector for equality (without tolerance!).
    bool IsEqual (const NCollection_Vec4& theOther) const
    {
      return v[0] == theOther.v[0]
          && v[1] == theOther.v[1]
          && v[2] == theOther.v[2]
          && v[3] == theOther.v[3];
    }
  
    //! Check this vector with another vector for equality (without tolerance!).
    bool operator== (const NCollection_Vec4& theOther) const { return IsEqual (theOther); }
  
    //! Check this vector with another vector for non-equality (without tolerance!).
    bool operator!= (const NCollection_Vec4& theOther) const { return !IsEqual (theOther); }
  
    //! Raw access to the data (for OpenGL exchange).
    const Element_t* GetData()    const { return v; }
          Element_t* ChangeData()       { return v; }
    operator const   Element_t*() const { return v; }
    operator         Element_t*()       { return v; }
  
    //! Compute per-component summary.
    NCollection_Vec4& operator+= (const NCollection_Vec4& theAdd)
    {
      v[0] += theAdd.v[0];
      v[1] += theAdd.v[1];
      v[2] += theAdd.v[2];
      v[3] += theAdd.v[3];
      return *this;
    }
  
    //! Compute per-component summary.
    friend NCollection_Vec4 operator+ (const NCollection_Vec4& theLeft,
                                       const NCollection_Vec4& theRight)
    {
      NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
      return aSumm += theRight;
    }
  
    //! Unary -.
    NCollection_Vec4 operator-() const
    {
      return NCollection_Vec4 (-x(), -y(), -z(), -w());
    }
  
    //! Compute per-component subtraction.
    NCollection_Vec4& operator-= (const NCollection_Vec4& theDec)
    {
      v[0] -= theDec.v[0];
      v[1] -= theDec.v[1];
      v[2] -= theDec.v[2];
      v[3] -= theDec.v[3];
      return *this;
    }
  
    //! Compute per-component subtraction.
    friend NCollection_Vec4 operator- (const NCollection_Vec4& theLeft,
                                       const NCollection_Vec4& theRight)
    {
      NCollection_Vec4 aSumm = NCollection_Vec4 (theLeft);
      return aSumm -= theRight;
    }
  
    //! Compute per-component multiplication.
    NCollection_Vec4& operator*= (const NCollection_Vec4& theRight)
    {
      v[0] *= theRight.v[0];
      v[1] *= theRight.v[1];
      v[2] *= theRight.v[2];
      v[3] *= theRight.v[3];
      return *this;
    }
  
    //! Compute per-component multiplication.
    friend NCollection_Vec4 operator* (const NCollection_Vec4& theLeft,
                                       const NCollection_Vec4& theRight)
    {
      NCollection_Vec4 aResult = NCollection_Vec4 (theLeft);
      return aResult *= theRight;
    }
  
    //! Compute per-component multiplication.
    void Multiply (const Element_t theFactor)
    {
      v[0] *= theFactor;
      v[1] *= theFactor;
      v[2] *= theFactor;
      v[3] *= theFactor;
    }
  
    //! Compute per-component multiplication.
    NCollection_Vec4& operator*=(const Element_t theFactor)
    {
      Multiply (theFactor);
      return *this;
    }
  
    //! Compute per-component multiplication.
    NCollection_Vec4 operator* (const Element_t theFactor) const
    {
      return Multiplied (theFactor);
    }
  
    //! Compute per-component multiplication.
    NCollection_Vec4 Multiplied (const Element_t theFactor) const
    {
      NCollection_Vec4 aCopyVec4 (*this);
      aCopyVec4 *= theFactor;
      return aCopyVec4;
    }
  
    //! Compute component-wise minimum of two vectors.
    NCollection_Vec4 cwiseMin (const NCollection_Vec4& theVec) const
    {
      return NCollection_Vec4 (v[0] < theVec.v[0] ? v[0] : theVec.v[0],
                               v[1] < theVec.v[1] ? v[1] : theVec.v[1],
                               v[2] < theVec.v[2] ? v[2] : theVec.v[2],
                               v[3] < theVec.v[3] ? v[3] : theVec.v[3]);
    }
  
    //! Compute component-wise maximum of two vectors.
    NCollection_Vec4 cwiseMax (const NCollection_Vec4& theVec) const
    {
      return NCollection_Vec4 (v[0] > theVec.v[0] ? v[0] : theVec.v[0],
                               v[1] > theVec.v[1] ? v[1] : theVec.v[1],
                               v[2] > theVec.v[2] ? v[2] : theVec.v[2],
                               v[3] > theVec.v[3] ? v[3] : theVec.v[3]);
    }
  
    //! Compute component-wise modulus of the vector.
    NCollection_Vec4 cwiseAbs() const
    {
      return NCollection_Vec4 (std::abs (v[0]),
                               std::abs (v[1]),
                               std::abs (v[2]),
                               std::abs (v[3]));
    }
  
    //! Compute maximum component of the vector.
    Element_t maxComp() const
    {
      const Element_t aMax1 = v[0] > v[1] ? v[0] : v[1];
      const Element_t aMax2 = v[2] > v[3] ? v[2] : v[3];
  
      return aMax1 > aMax2 ? aMax1 : aMax2;
    }
  
    //! Compute minimum component of the vector.
    Element_t minComp() const
    {
      const Element_t aMin1 = v[0] < v[1] ? v[0] : v[1];
      const Element_t aMin2 = v[2] < v[3] ? v[2] : v[3];
  
      return aMin1 < aMin2 ? aMin1 : aMin2;
    }
  
    //! Computes the dot product.
    Element_t Dot (const NCollection_Vec4& theOther) const
    {
      return x() * theOther.x() +
             y() * theOther.y() +
             z() * theOther.z() +
             w() * theOther.w();
    }
  
    //! Compute per-component division by scale factor.
    NCollection_Vec4& operator/= (const Element_t theInvFactor)
    {
      v[0] /= theInvFactor;
      v[1] /= theInvFactor;
      v[2] /= theInvFactor;
      v[3] /= theInvFactor;
      return *this;
    }
  
    //! Compute per-component division.
    NCollection_Vec4& operator/= (const NCollection_Vec4& theRight)
    {
      v[0] /= theRight.v[0];
      v[1] /= theRight.v[1];
      v[2] /= theRight.v[2];
      v[3] /= theRight.v[3];
      return *this;
    }
  
    //! Compute per-component division by scale factor.
    NCollection_Vec4 operator/ (const Element_t theInvFactor)
    {
      NCollection_Vec4 aResult(*this);
      return aResult /= theInvFactor;
    }
  
    //! Compute per-component division.
    friend NCollection_Vec4 operator/ (const NCollection_Vec4& theLeft,
                                       const NCollection_Vec4& theRight)
    {
      NCollection_Vec4 aResult = NCollection_Vec4 (theLeft);
      return aResult /= theRight;
    }
  
    //! Dumps the content of me into the stream
    void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const
    {
      (void)theDepth;
      OCCT_DUMP_FIELD_VALUES_NUMERICAL (theOStream, "Vec4", 4, v[0], v[1], v[2], v[3])
    }
  
  private:
  
    Element_t v[4]; //!< define the vector as array to avoid structure alignment issues
  
  };
  
  //! Optimized concretization for float type.
  template<> inline NCollection_Vec4<float>& NCollection_Vec4<float>::operator/= (const float theInvFactor)
  {
    Multiply (1.0f / theInvFactor);
    return *this;
  }
  
  //! Optimized concretization for double type.
  template<> inline NCollection_Vec4<double>& NCollection_Vec4<double>::operator/= (const double theInvFactor)
  {
    Multiply (1.0 / theInvFactor);
    return *this;
  }
  
  #endif // _NCollection_Vec4_H__
  