2012-03-22 01:36:20 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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2004-05-20 18:15:48 +08:00
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*
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2012-03-22 01:36:20 +08:00
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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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2004-05-20 18:15:48 +08:00
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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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2012-03-22 01:36:20 +08:00
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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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#ifndef OSG_VEC3F
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#define OSG_VEC3F 1
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2004-10-19 02:36:40 +08:00
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#include <osg/Vec2f>
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#include <osg/Math>
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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 math operations from addition through to cross products.
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* No support yet added for float * Vec3f - is it necessary?
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* Need to define a non-member non-friend operator* etc.
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* Vec3f * float is okay
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*/
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class Vec3f
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{
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public:
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/** Data type of vector components.*/
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typedef float value_type;
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/** Number of vector components. */
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enum { num_components = 3 };
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value_type _v[3];
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/** Constructor that sets all components of the vector to zero */
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Vec3f() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f;}
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Vec3f(value_type x,value_type y,value_type z) { _v[0]=x; _v[1]=y; _v[2]=z; }
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Vec3f(const Vec2f& v2,value_type zz)
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{
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_v[0] = v2[0];
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_v[1] = v2[1];
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_v[2] = zz;
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}
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inline bool operator == (const Vec3f& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
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inline bool operator != (const Vec3f& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
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inline bool operator < (const Vec3f& 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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inline value_type* ptr() { return _v; }
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inline const value_type* ptr() const { return _v; }
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inline void set( value_type x, value_type y, value_type 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 void set( const Vec3f& rhs)
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{
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_v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
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}
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inline value_type& operator [] (int i) { return _v[i]; }
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inline value_type operator [] (int i) const { return _v[i]; }
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inline value_type& x() { return _v[0]; }
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inline value_type& y() { return _v[1]; }
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inline value_type& z() { return _v[2]; }
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inline value_type x() const { return _v[0]; }
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inline value_type y() const { return _v[1]; }
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inline value_type z() const { return _v[2]; }
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/** Returns true if all components have values that are not NaN. */
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inline bool valid() const { return !isNaN(); }
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/** Returns true if at least one component has value NaN. */
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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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/** Dot product. */
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inline value_type operator * (const Vec3f& 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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inline const Vec3f operator ^ (const Vec3f& rhs) const
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{
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return Vec3f(_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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inline const Vec3f operator * (value_type rhs) const
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{
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return Vec3f(_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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inline Vec3f& operator *= (value_type 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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inline const Vec3f operator / (value_type rhs) const
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{
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return Vec3f(_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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inline Vec3f& operator /= (value_type 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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inline const Vec3f operator + (const Vec3f& rhs) const
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{
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return Vec3f(_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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*/
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inline Vec3f& operator += (const Vec3f& 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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/** Binary vector subtract. */
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inline const Vec3f operator - (const Vec3f& rhs) const
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{
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return Vec3f(_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 subtract. */
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inline Vec3f& operator -= (const Vec3f& 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 Vec3f. */
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inline const Vec3f operator - () const
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{
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return Vec3f (-_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 value_type length() const
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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 value_type length2() const
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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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*/
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inline value_type normalize()
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{
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value_type norm = Vec3f::length();
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if (norm>0.0)
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{
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value_type inv = 1.0f/norm;
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_v[0] *= inv;
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_v[1] *= inv;
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_v[2] *= inv;
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}
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return( norm );
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}
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}; // end of class Vec3f
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2009-11-24 21:28:07 +08:00
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/** multiply by vector components. */
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inline Vec3f componentMultiply(const Vec3f& lhs, const Vec3f& rhs)
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{
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return Vec3f(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2]);
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}
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/** divide rhs components by rhs vector components. */
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inline Vec3f componentDivide(const Vec3f& lhs, const Vec3f& rhs)
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{
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return Vec3f(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2]);
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}
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const Vec3f X_AXIS(1.0,0.0,0.0);
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const Vec3f Y_AXIS(0.0,1.0,0.0);
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const Vec3f Z_AXIS(0.0,0.0,1.0);
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} // end of namespace osg
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#endif
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