point4.h File Reference
 
 
 
point4.h File Reference
#include "GeomExport.h"
#include "maxheap.h"
#include "point3.h"
#include "assert1.h"

Classes

class   Point4

Functions

float  Length (const Point4 &)
float  FLength (const Point4 &)
float  LengthSquared (const Point4 &)
int  MaxComponent (const Point4 &)
int  MinComponent (const Point4 &)
Point4  Normalize (const Point4 &)
Point4  FNormalize (const Point4 &)
Point4  CrossProd (const Point4 &a, const Point4 &b, const Point4 &c)
Point4  operator* (float f, const Point4 &a)
Point4  operator* (const Point4 &a, float f)
Point4  operator/ (const Point4 &a, float f)
Point4  operator+ (const Point4 &a, float f)
float  DotProd (const Point4 &a, const Point4 &b)

Function Documentation

float Length ( const Point4 v ) [inline]
float FLength ( const Point4 v ) [inline]
float LengthSquared ( const Point4 v ) [inline]
int MaxComponent ( const Point4 )
int MinComponent ( const Point4 )
Point4 Normalize ( const Point4 )
Point4 FNormalize ( const Point4 )
Point4 CrossProd ( const Point4 a,
const Point4 b,
const Point4 c 
)
Point4 operator* ( float  f,
const Point4 a 
) [inline]
Remarks:
Returns a Point4 that is the specified Point4 multiplied by the specified float.
                                                  {
   return(Point4(a.x*f, a.y*f, a.z*f, a.w*f));
   }
Point4 operator* ( const Point4 a,
float  f 
) [inline]
Remarks:
Returns a Point4 that is the specified Point4 multiplied by the specified float.
                                                  {
   return(Point4(a.x*f, a.y*f, a.z*f, a.w*f));
   }
Point4 operator/ ( const Point4 a,
float  f 
) [inline]
Remarks:
Returns a Point4 that is the specified Point4 divided by the specified float.
                                                  {
   assert( f != 0.0f );
   return(Point4(a.x/f, a.y/f, a.z/f, a.w/f));
   }
Point4 operator+ ( const Point4 a,
float  f 
) [inline]
Remarks:
Returns a Point4 that is the specified Point4 with the specified floating point valued added to each component x, y, z and w.
                                                  {
   return(Point4(a.x+f, a.y+f, a.z+f, a.w+f));
   }
float DotProd ( const Point4 a,
const Point4 b 
) [inline]
                                                       { 
   return(a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w);  
}