2003-01-22 00:45:36 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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2001-10-04 23:12:57 +08:00
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2001-01-11 00:32:10 +08:00
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#ifndef OSG_VEC3
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#define OSG_VEC3 1
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2001-10-04 05:44:07 +08:00
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#include <osg/Math>
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2001-01-11 00:32:10 +08:00
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#include <iostream>
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namespace osg {
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/** General purpose float triple for use as vertices, vectors and normals.
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Provides general maths operations from addition through to cross products.
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No support yet added for float * Vec3 - is it necessary?
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Need to define a non-member non-friend operator* etc.
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Vec3 * float is okay
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*/
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class Vec3
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{
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public:
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2002-05-07 19:08:12 +08:00
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Vec3() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f;}
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2001-01-11 00:32:10 +08:00
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Vec3(float x,float y,float z) { _v[0]=x; _v[1]=y; _v[2]=z; }
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float _v[3];
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2002-09-02 20:31:35 +08:00
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inline bool operator == (const Vec3& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
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2001-09-20 05:08:56 +08:00
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2002-09-02 20:31:35 +08:00
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inline bool operator != (const Vec3& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
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2001-10-13 04:05:55 +08:00
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2002-09-02 20:31:35 +08:00
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inline bool operator < (const Vec3& v) const
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{
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if (_v[0]<v._v[0]) return true;
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else if (_v[0]>v._v[0]) return false;
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else if (_v[1]<v._v[1]) return true;
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else if (_v[1]>v._v[1]) return false;
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else return (_v[2]<v._v[2]);
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}
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2001-01-11 00:32:10 +08:00
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inline float* ptr() { return _v; }
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inline const float* ptr() const { return _v; }
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inline void set( float x, float y, float z)
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{
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_v[0]=x; _v[1]=y; _v[2]=z;
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}
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inline float& operator [] (int i) { return _v[i]; }
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2002-09-02 20:31:35 +08:00
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inline float operator [] (int i) const { return _v[i]; }
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2001-01-11 00:32:10 +08:00
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inline float& x() { return _v[0]; }
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inline float& y() { return _v[1]; }
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inline float& z() { return _v[2]; }
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2002-09-02 20:31:35 +08:00
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inline float x() const { return _v[0]; }
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inline float y() const { return _v[1]; }
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inline float z() const { return _v[2]; }
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2001-01-11 00:32:10 +08:00
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2002-09-02 20:31:35 +08:00
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inline bool valid() const { return !isNaN(); }
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inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); }
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2001-11-06 18:34:51 +08:00
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2001-01-11 00:32:10 +08:00
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/// dot product
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inline float operator * (const Vec3& rhs) const
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{
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return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2];
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}
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/// cross product
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2001-09-20 05:08:56 +08:00
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inline const Vec3 operator ^ (const Vec3& rhs) const
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{
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return Vec3(_v[1]*rhs._v[2]-_v[2]*rhs._v[1],
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_v[2]*rhs._v[0]-_v[0]*rhs._v[2] ,
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_v[0]*rhs._v[1]-_v[1]*rhs._v[0]);
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}
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/// multiply by scalar
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2002-09-02 20:31:35 +08:00
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inline const Vec3 operator * (float rhs) const
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{
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return Vec3(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
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}
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/// unary multiply by scalar
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2002-09-02 20:31:35 +08:00
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inline Vec3& operator *= (float rhs)
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{
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_v[0]*=rhs;
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_v[1]*=rhs;
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_v[2]*=rhs;
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return *this;
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}
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/// divide by scalar
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2002-09-02 20:31:35 +08:00
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inline const Vec3 operator / (float rhs) const
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{
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return Vec3(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
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}
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/// unary divide by scalar
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2002-09-02 20:31:35 +08:00
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inline Vec3& operator /= (float rhs)
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{
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_v[0]/=rhs;
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_v[1]/=rhs;
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_v[2]/=rhs;
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return *this;
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}
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/// binary vector add
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2001-09-20 05:08:56 +08:00
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inline const Vec3 operator + (const Vec3& rhs) const
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2001-01-11 00:32:10 +08:00
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{
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return Vec3(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
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}
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/** unary vector add. Slightly more efficient because no temporary
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intermediate object*/
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inline Vec3& operator += (const Vec3& rhs)
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{
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_v[0] += rhs._v[0];
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_v[1] += rhs._v[1];
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_v[2] += rhs._v[2];
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return *this;
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}
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2001-10-01 19:15:55 +08:00
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/// binary vector subtract
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2001-09-20 05:08:56 +08:00
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inline const Vec3 operator - (const Vec3& rhs) const
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{
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return Vec3(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
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}
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2001-10-01 19:15:55 +08:00
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/// unary vector subtract
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2001-01-11 00:32:10 +08:00
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inline Vec3& operator -= (const Vec3& rhs)
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{
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_v[0]-=rhs._v[0];
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_v[1]-=rhs._v[1];
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_v[2]-=rhs._v[2];
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return *this;
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}
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/// negation operator. Returns the negative of the Vec3
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2001-09-20 05:08:56 +08:00
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inline const Vec3 operator - () const
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2001-01-11 00:32:10 +08:00
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{
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return Vec3 (-_v[0], -_v[1], -_v[2]);
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}
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/// Length of the vector = sqrt( vec . vec )
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inline float length() const
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2001-01-11 00:32:10 +08:00
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{
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return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
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}
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/// Length squared of the vector = vec . vec
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inline float length2() const
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2001-01-11 00:32:10 +08:00
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{
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return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2];
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}
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/** normalize the vector so that it has length unity
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returns the previous length of the vector*/
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2002-09-02 20:31:35 +08:00
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inline float normalize()
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2001-01-11 00:32:10 +08:00
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{
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float norm = Vec3::length();
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2001-11-06 18:34:51 +08:00
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if (norm>0.0f)
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{
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_v[0] /= norm;
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_v[1] /= norm;
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_v[2] /= norm;
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}
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2001-01-11 00:32:10 +08:00
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return( norm );
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}
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2001-12-15 07:18:28 +08:00
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friend inline std::ostream& operator << (std::ostream& output, const Vec3& vec);
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2001-01-11 00:32:10 +08:00
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}; // end of class Vec3
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2001-12-15 05:49:04 +08:00
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inline std::ostream& operator << (std::ostream& output, const Vec3& vec)
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2001-09-20 05:08:56 +08:00
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{
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output << vec._v[0] << " "
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<< vec._v[1] << " "
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<< vec._v[2];
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return output; // to enable cascading
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}
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Added DOFTransform, MatrixTransform and PositionAttitudeTransform to NodeVisitor.
Added osg::Matrix/Quat::makeRotate(angle1,axis1,angle2,axis2,angle3,axis3) and
osg::Matrix::rotate(angle1,axis1,angle2,axis2,angle3,axis3) method.
Made osg::Matrix/Quat::makeRotate(heading,pitch,roll) and
osg::Matrix::rotate(heading,pitch,roll) all deprecated API.
Fixed the Quat*Quat & Quat*=Quat multiplication methods so that they multiplied
in the correct order - they were reversed originally due to the Quat code being
based on code example which used the v' = M v ordering, rather than the OSG's
v' = v M ordering.
2002-08-18 22:42:43 +08:00
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const Vec3 X_AXIS(1.0f,0.0f,0.0f);
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const Vec3 Y_AXIS(0.0f,1.0f,0.0f);
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const Vec3 Z_AXIS(0.0f,0.0f,1.0f);
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2001-01-11 00:32:10 +08:00
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} // end of namespace osg
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#endif
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