150 lines
3.6 KiB
Plaintext
150 lines
3.6 KiB
Plaintext
|
#ifndef OSG_VEC2
|
||
|
#define OSG_VEC2 1
|
||
|
|
||
|
#include <osg/Export>
|
||
|
#include <math.h>
|
||
|
|
||
|
#ifdef OSG_USE_IO_DOT_H
|
||
|
#include <iostream.h>
|
||
|
#else
|
||
|
#include <iostream>
|
||
|
using namespace std;
|
||
|
#endif
|
||
|
|
||
|
namespace osg {
|
||
|
|
||
|
/** 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
|
||
|
*/
|
||
|
|
||
|
class Vec2
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
Vec2() {} // no operations done to maintain speed
|
||
|
Vec2(float x,float y) { _v[0]=x; _v[1]=y; }
|
||
|
|
||
|
float _v[2];
|
||
|
|
||
|
bool operator == (const Vec2& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; }
|
||
|
|
||
|
inline float* ptr() { return _v; }
|
||
|
inline const float* ptr() const { return _v; }
|
||
|
|
||
|
inline void set( float x, float y ) { _v[0]=x; _v[1]=y; }
|
||
|
|
||
|
inline float& operator [] (int i) { return _v[i]; }
|
||
|
inline float operator [] (int i) const { return _v[i]; }
|
||
|
|
||
|
inline float& x() { return _v[0]; }
|
||
|
inline float& y() { return _v[1]; }
|
||
|
|
||
|
inline float x() const { return _v[0]; }
|
||
|
inline float y() const { return _v[1]; }
|
||
|
|
||
|
/// dot product
|
||
|
inline float operator * (const Vec2& rhs) const
|
||
|
{
|
||
|
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1];
|
||
|
}
|
||
|
|
||
|
/// multiply by scalar
|
||
|
inline Vec2 operator * (const float& rhs) const
|
||
|
{
|
||
|
return Vec2(_v[0]*rhs, _v[1]*rhs);
|
||
|
}
|
||
|
|
||
|
/// unary multiply by scalar
|
||
|
inline Vec2& operator *= (const float& rhs)
|
||
|
{
|
||
|
_v[0]*=rhs;
|
||
|
_v[1]*=rhs;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/// divide by scalar
|
||
|
inline Vec2 operator / (const float& rhs) const
|
||
|
{
|
||
|
return Vec2(_v[0]/rhs, _v[1]/rhs);
|
||
|
}
|
||
|
|
||
|
/// unary divide by scalar
|
||
|
inline Vec2& operator /= (const float& rhs)
|
||
|
{
|
||
|
_v[0]/=rhs;
|
||
|
_v[1]/=rhs;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/// binary vector add
|
||
|
inline Vec2 operator + (const Vec2& rhs) const
|
||
|
{
|
||
|
return Vec2(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
|
||
|
}
|
||
|
|
||
|
/** unary vector add. Slightly more efficient because no temporary
|
||
|
intermediate object.*/
|
||
|
inline Vec2& operator += (const Vec2& rhs)
|
||
|
{
|
||
|
_v[0] += rhs._v[0];
|
||
|
_v[1] += rhs._v[1];
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/// binary vector subract
|
||
|
inline Vec2 operator - (const Vec2& rhs) const
|
||
|
{
|
||
|
return Vec2(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
|
||
|
}
|
||
|
|
||
|
/// unary vector subract
|
||
|
inline Vec2& operator -= (const Vec2& rhs)
|
||
|
{
|
||
|
_v[0]-=rhs._v[0];
|
||
|
_v[1]-=rhs._v[1];
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/// negation operator. Returns the negative of the Vec2
|
||
|
inline Vec2 operator - () const
|
||
|
{
|
||
|
return Vec2 (-_v[0], -_v[1]);
|
||
|
}
|
||
|
|
||
|
/// Length of the vector = sqrt( vec . vec )
|
||
|
inline float length() const
|
||
|
{
|
||
|
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] );
|
||
|
}
|
||
|
|
||
|
/// Length squared of the vector = vec . vec
|
||
|
inline float length2( void ) const
|
||
|
{
|
||
|
return _v[0]*_v[0] + _v[1]*_v[1];
|
||
|
}
|
||
|
|
||
|
/** normalize the vector so that it has length unity
|
||
|
returns the previous length of the vector*/
|
||
|
inline float normalize()
|
||
|
{
|
||
|
float norm = Vec2::length();
|
||
|
_v[0] /= norm;
|
||
|
_v[1] /= norm;
|
||
|
return( norm );
|
||
|
}
|
||
|
|
||
|
friend inline ostream& operator << (ostream& output, const Vec2& vec)
|
||
|
{
|
||
|
output << vec._v[0] << " "
|
||
|
<< vec._v[1];
|
||
|
return output; // to enable cascading
|
||
|
}
|
||
|
|
||
|
}; // end of class Vec2
|
||
|
|
||
|
} // end of namespace osg
|
||
|
#endif
|