OpenSceneGraph/doc/doc++/osg/Vec2.html

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<TITLE>class osg::Vec2</TITLE>
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<H2>class <A HREF="#DOC.DOCU">osg::Vec2</A></H2></H2><BLOCKQUOTE>General purpose float pair, uses include representation of texture coordinates.</BLOCKQUOTE>
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<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.105.3">_v</A></B>[2]
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</DL></P>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.1">Vec2</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.105.2">Vec2</A></B>(float <!1><A HREF="Vec2.html#DOC.2.105.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.105.12">y</A>)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.105.4">operator == </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const bool <B><A HREF="#DOC.2.105.5">operator < </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float* <B><A HREF="#DOC.2.105.6">ptr</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float* <B><A HREF="#DOC.2.105.7">ptr</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.105.8">set</A></B>( float <!1><A HREF="Vec2.html#DOC.2.105.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.105.12">y</A> )
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.105.9">operator [] </A></B>(int i)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.10">operator [] </A></B>(int i) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.105.11">x</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline float&amp; <B><A HREF="#DOC.2.105.12">y</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.13">x</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.14">y</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.15">operator * </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
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<DD><I>dot product</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.105.16">operator * </A></B>(const float&amp; rhs) const
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<DD><I>multiply by scalar</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.105.17">operator *= </A></B>(const float&amp; rhs)
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<DD><I>unary multiply by scalar</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.105.18">operator / </A></B>(const float&amp; rhs) const
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<DD><I>divide by scalar</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.105.19">operator /= </A></B>(const float&amp; rhs)
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<DD><I>unary divide by scalar</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.105.20">operator + </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
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<DD><I>binary vector add</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.105.21">operator += </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)
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<DD><I>unary vector add.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.105.22">operator - </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const
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<DD><I>binary vector subract</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; <B><A HREF="#DOC.2.105.23">operator -= </A></B>(const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)
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<DD><I>unary vector subract</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2.html">Vec2</A> <B><A HREF="#DOC.2.105.24">operator - </A></B>() const
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<DD><I>negation operator.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.25">length</A></B>() const
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<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.26">length2</A></B>( void ) const
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<DD><I>Length squared of the vector = vec .</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.105.27">normalize</A></B>()
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<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose float pair, uses include representation of
texture coordinates.
No support yet added for float * Vec2 - is it necessary?
Need to define a non-member non-friend operator* etc.
BTW: Vec2 * float is okay</BLOCKQUOTE>
<DL>
<A NAME="Vec2"></A>
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<A NAME="DOC.2.105.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2"></A>
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<A NAME="DOC.2.105.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2(float <!1><A HREF="Vec2.html#DOC.2.105.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.105.12">y</A>)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_v"></A>
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<A NAME="DOC.2.105.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _v[2]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
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<A NAME="DOC.2.105.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool operator == (const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
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<A NAME="DOC.2.105.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const bool operator < (const <!1><A HREF="Vec2.html">Vec2</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
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<A NAME="DOC.2.105.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
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<A NAME="DOC.2.105.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
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<A NAME="DOC.2.105.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set( float <!1><A HREF="Vec2.html#DOC.2.105.11">x</A>, float <!1><A HREF="Vec2.html#DOC.2.105.12">y</A> )</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
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<A NAME="DOC.2.105.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; operator [] (int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
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<A NAME="DOC.2.105.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float operator [] (int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
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<A NAME="DOC.2.105.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
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<A NAME="DOC.2.105.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline float&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
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<A NAME="DOC.2.105.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
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<A NAME="DOC.2.105.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
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<A NAME="DOC.2.105.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float operator * (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
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<A NAME="DOC.2.105.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator * (const float&amp; rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
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<A NAME="DOC.2.105.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator *= (const float&amp; rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
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<A NAME="DOC.2.105.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator / (const float&amp; rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
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<A NAME="DOC.2.105.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator /= (const float&amp; rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
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<A NAME="DOC.2.105.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator + (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
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<A NAME="DOC.2.105.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator += (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)</B></TT>
<DD>unary vector add. Slightly more efficient because no temporary
intermediate object.
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
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<A NAME="DOC.2.105.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator - (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs) const </B></TT>
<DD>binary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
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<A NAME="DOC.2.105.23"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2.html">Vec2</A>&amp; operator -= (const <!1><A HREF="Vec2.html">Vec2</A>&amp; rhs)</B></TT>
<DD>unary vector subract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
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<A NAME="DOC.2.105.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2.html">Vec2</A> operator - () const </B></TT>
<DD>negation operator. Returns the negative of the Vec2
<DL><DT><DD></DL><P>
<A NAME="length"></A>
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<A NAME="DOC.2.105.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
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<A NAME="DOC.2.105.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float length2( void ) const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
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<A NAME="DOC.2.105.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float normalize()</B></TT>
<DD>normalize the vector so that it has length unity
returns the previous length of the vector
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
<DL><DT><DT><B>Friends:</B><DD> inline ostream& operator << (ostream& output, const <!1><A HREF="Vec2.html">Vec2</A>& vec)<BR><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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