OpenSceneGraph/include/osg/Vec3

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSG_VEC3
#define OSG_VEC3 1
#include <osg/Math>
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#include <iostream>
namespace osg {
/** General purpose float triple for use as vertices, vectors and normals.
Provides general maths operations from addition through to cross products.
No support yet added for float * Vec3 - is it necessary?
Need to define a non-member non-friend operator* etc.
Vec3 * float is okay
*/
class Vec3
{
public:
Vec3() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f;}
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Vec3(float x,float y,float z) { _v[0]=x; _v[1]=y; _v[2]=z; }
float _v[3];
inline bool operator == (const Vec3& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
inline bool operator != (const Vec3& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
inline bool operator < (const Vec3& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else return (_v[2]<v._v[2]);
}
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inline float* ptr() { return _v; }
inline const float* ptr() const { return _v; }
inline void set( float x, float y, float z)
{
_v[0]=x; _v[1]=y; _v[2]=z;
}
inline float& operator [] (int i) { return _v[i]; }
inline float operator [] (int i) const { return _v[i]; }
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inline float& x() { return _v[0]; }
inline float& y() { return _v[1]; }
inline float& z() { return _v[2]; }
inline float x() const { return _v[0]; }
inline float y() const { return _v[1]; }
inline float z() const { return _v[2]; }
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inline bool valid() const { return !isNaN(); }
inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); }
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/// dot product
inline float operator * (const Vec3& rhs) const
{
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2];
}
/// cross product
inline const Vec3 operator ^ (const Vec3& rhs) const
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{
return Vec3(_v[1]*rhs._v[2]-_v[2]*rhs._v[1],
_v[2]*rhs._v[0]-_v[0]*rhs._v[2] ,
_v[0]*rhs._v[1]-_v[1]*rhs._v[0]);
}
/// multiply by scalar
inline const Vec3 operator * (float rhs) const
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{
return Vec3(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
}
/// unary multiply by scalar
inline Vec3& operator *= (float rhs)
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{
_v[0]*=rhs;
_v[1]*=rhs;
_v[2]*=rhs;
return *this;
}
/// divide by scalar
inline const Vec3 operator / (float rhs) const
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{
return Vec3(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
}
/// unary divide by scalar
inline Vec3& operator /= (float rhs)
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{
_v[0]/=rhs;
_v[1]/=rhs;
_v[2]/=rhs;
return *this;
}
/// binary vector add
inline const Vec3 operator + (const Vec3& rhs) const
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{
return Vec3(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
}
/** unary vector add. Slightly more efficient because no temporary
intermediate object*/
inline Vec3& operator += (const Vec3& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
return *this;
}
/// binary vector subtract
inline const Vec3 operator - (const Vec3& rhs) const
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{
return Vec3(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}
/// unary vector subtract
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inline Vec3& operator -= (const Vec3& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}
/// negation operator. Returns the negative of the Vec3
inline const Vec3 operator - () const
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{
return Vec3 (-_v[0], -_v[1], -_v[2]);
}
/// Length of the vector = sqrt( vec . vec )
inline float length() const
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{
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
}
/// Length squared of the vector = vec . vec
inline float length2() const
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{
return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2];
}
/** normalize the vector so that it has length unity
returns the previous length of the vector*/
inline float normalize()
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{
float norm = Vec3::length();
if (norm>0.0f)
{
_v[0] /= norm;
_v[1] /= norm;
_v[2] /= norm;
}
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return( norm );
}
friend inline std::ostream& operator << (std::ostream& output, const Vec3& vec);
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}; // end of class Vec3
inline std::ostream& operator << (std::ostream& output, const Vec3& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2];
return output; // to enable cascading
}
const Vec3 X_AXIS(1.0f,0.0f,0.0f);
const Vec3 Y_AXIS(0.0f,1.0f,0.0f);
const Vec3 Z_AXIS(0.0f,0.0f,1.0f);
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} // end of namespace osg
#endif