OpenSceneGraph/doc/doc++/osg/Vec2d.html

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2004-08-06 14:53:36 +08:00
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<TITLE>class osg::Vec2d</TITLE>
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<H2>class <A HREF="#DOC.DOCU">osg::Vec2d</A></H2></H2><BLOCKQUOTE>General purpose double pair, uses include representation of texture coordinates.</BLOCKQUOTE>
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<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.2">_v</A></B>[2]
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.260.3">Vec2d</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.260.4">Vec2d</A></B>(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.15">x</A>, <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.16">y</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.260.5">Vec2d</A></B>(const <!1><A HREF="Vec2f.html">Vec2f</A>&amp; vec)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <B><A HREF="#DOC.2.260.6">operator Vec2f</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.260.7">operator == </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.260.8">operator != </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.260.9">operator < </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>* <B><A HREF="#DOC.2.260.10">ptr</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>* <B><A HREF="#DOC.2.260.11">ptr</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.260.12">set</A></B>( <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.15">x</A>, <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.16">y</A> )
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; <B><A HREF="#DOC.2.260.13">operator [] </A></B>(int i)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.14">operator [] </A></B>(int i) const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; <B><A HREF="#DOC.2.260.15">x</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; <B><A HREF="#DOC.2.260.16">y</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.17">x</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.18">y</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.260.19">valid</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline bool <B><A HREF="#DOC.2.260.20">isNaN</A></B>() const
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.21">operator * </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const
<DD><I>dot product</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html">Vec2d</A> <B><A HREF="#DOC.2.260.22">operator * </A></B>(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs) const
<DD><I>multiply by scalar</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; <B><A HREF="#DOC.2.260.23">operator *= </A></B>(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs)
<DD><I>unary multiply by scalar</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html">Vec2d</A> <B><A HREF="#DOC.2.260.24">operator / </A></B>(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs) const
<DD><I>divide by scalar</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; <B><A HREF="#DOC.2.260.25">operator /= </A></B>(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs)
<DD><I>unary divide by scalar</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html">Vec2d</A> <B><A HREF="#DOC.2.260.26">operator + </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const
<DD><I>binary vector add</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; <B><A HREF="#DOC.2.260.27">operator += </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs)
<DD><I>unary vector add.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html">Vec2d</A> <B><A HREF="#DOC.2.260.28">operator - </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const
<DD><I>binary vector subtract</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; <B><A HREF="#DOC.2.260.29">operator -= </A></B>(const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs)
<DD><I>unary vector subtract</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec2d.html">Vec2d</A> <B><A HREF="#DOC.2.260.30">operator - </A></B>() const
<DD><I>negation operator.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.31">length</A></B>() const
<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.32">length2</A></B>( void ) const
<DD><I>Length squared of the vector = vec .</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <B><A HREF="#DOC.2.260.33">normalize</A></B>()
<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>
<P><DL>
<DT><H3>Public</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef double <B><A HREF="#DOC.2.260.1">value_type</A></B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose double pair, uses include representation of
texture coordinates.
No support yet added for double * Vec2d - is it necessary?
Need to define a non-member non-friend operator* etc.
BTW: Vec2d * double is okay</BLOCKQUOTE>
<DL>
<A NAME="value_type"></A>
<A NAME="DOC.2.260.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef double value_type</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_v"></A>
<A NAME="DOC.2.260.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> _v[2]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2d"></A>
<A NAME="DOC.2.260.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2d()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2d"></A>
<A NAME="DOC.2.260.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec2d(<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.15">x</A>, <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.16">y</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2d"></A>
<A NAME="DOC.2.260.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline Vec2d(const <!1><A HREF="Vec2f.html">Vec2f</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator Vec2f"></A>
<A NAME="DOC.2.260.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline operator Vec2f() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.260.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool operator == (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.260.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool operator != (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
<A NAME="DOC.2.260.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool operator < (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.260.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.260.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.260.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void set( <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.15">x</A>, <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> <!1><A HREF="Vec2d.html#DOC.2.260.16">y</A> )</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.260.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; operator [] (int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.260.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> operator [] (int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.260.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.260.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A>&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.260.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.260.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="valid"></A>
<A NAME="DOC.2.260.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool valid() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isNaN"></A>
<A NAME="DOC.2.260.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline bool isNaN() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.260.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> operator * (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.260.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html">Vec2d</A> operator * (<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.260.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; operator *= (<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.260.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html">Vec2d</A> operator / (<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.260.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; operator /= (<!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.260.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html">Vec2d</A> operator + (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.260.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; operator += (const <!1><A HREF="Vec2d.html">Vec2d</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>
<A NAME="DOC.2.260.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html">Vec2d</A> operator - (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs) const </B></TT>
<DD>binary vector subtract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.260.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html">Vec2d</A>&amp; operator -= (const <!1><A HREF="Vec2d.html">Vec2d</A>&amp; rhs)</B></TT>
<DD>unary vector subtract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.260.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec2d.html">Vec2d</A> operator - () const </B></TT>
<DD>negation operator. Returns the negative of the Vec2d
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.260.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.260.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> length2( void ) const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
<A NAME="DOC.2.260.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec2d.html#DOC.2.260.1">value_type</A> 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 std::ostream& operator << (std::ostream& output, const <!1><A HREF="Vec2d.html">Vec2d</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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