class osg::Vec2

General purpose float pair, uses include representation of texture coordinates.

Public Fields

[more]float _v[2]

Public Methods

[more] Vec2()
[more] Vec2(float x, float y)
[more]const bool operator == (const Vec2& v) const
[more]const bool operator < (const Vec2& v) const
[more]inline float* ptr()
[more]inline const float* ptr() const
[more]inline void set( float x, float y )
[more]inline float& operator [] (int i)
[more]inline const float operator [] (int i) const
[more]inline float& x()
[more]inline float& y()
[more]inline const float x() const
[more]inline const float y() const
[more]inline const float operator * (const Vec2& rhs) const
dot product
[more]inline const Vec2 operator * (const float& rhs) const
multiply by scalar
[more]inline Vec2& operator *= (const float& rhs)
unary multiply by scalar
[more]inline const Vec2 operator / (const float& rhs) const
divide by scalar
[more]inline Vec2& operator /= (const float& rhs)
unary divide by scalar
[more]inline const Vec2 operator + (const Vec2& rhs) const
binary vector add
[more]inline Vec2& operator += (const Vec2& rhs)
unary vector add.
[more]inline const Vec2 operator - (const Vec2& rhs) const
binary vector subract
[more]inline Vec2& operator -= (const Vec2& rhs)
unary vector subract
[more]inline const Vec2 operator - () const
negation operator.
[more]inline const float length() const
Length of the vector = sqrt( vec .
[more]inline const float length2( void ) const
Length squared of the vector = vec .
[more]inline const float normalize()
normalize the vector so that it has length unity returns the previous length of the vector


Documentation

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
o Vec2()

o Vec2(float x, float y)

ofloat _v[2]

oconst bool operator == (const Vec2& v) const

oconst bool operator < (const Vec2& v) const

oinline float* ptr()

oinline const float* ptr() const

oinline void set( float x, float y )

oinline float& operator [] (int i)

oinline const float operator [] (int i) const

oinline float& x()

oinline float& y()

oinline const float x() const

oinline const float y() const

oinline const float operator * (const Vec2& rhs) const
dot product

oinline const Vec2 operator * (const float& rhs) const
multiply by scalar

oinline Vec2& operator *= (const float& rhs)
unary multiply by scalar

oinline const Vec2 operator / (const float& rhs) const
divide by scalar

oinline Vec2& operator /= (const float& rhs)
unary divide by scalar

oinline const Vec2 operator + (const Vec2& rhs) const
binary vector add

oinline Vec2& operator += (const Vec2& rhs)
unary vector add. Slightly more efficient because no temporary intermediate object.

oinline const Vec2 operator - (const Vec2& rhs) const
binary vector subract

oinline Vec2& operator -= (const Vec2& rhs)
unary vector subract

oinline const Vec2 operator - () const
negation operator. Returns the negative of the Vec2

oinline const float length() const
Length of the vector = sqrt( vec . vec )

oinline const float length2( void ) const
Length squared of the vector = vec . vec

oinline const float normalize()
normalize the vector so that it has length unity returns the previous length of the vector


This class has no child classes.
Friends:
inline ostream& operator << (ostream& output, const Vec2& vec)

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