/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_VEC3 #define OSG_VEC3 1 #include #include namespace osg { /** General purpose float triple for use as vertices, vectors and normals. Provides general maths operations from addition through to cross products. No support yet added for float * Vec3 - is it necessary? Need to define a non-member non-friend operator* etc. Vec3 * float is okay */ class Vec3 { public: Vec3() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f;} Vec3(float x,float y,float z) { _v[0]=x; _v[1]=y; _v[2]=z; } float _v[3]; inline bool operator == (const Vec3& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; } inline bool operator != (const Vec3& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; } inline bool operator < (const Vec3& v) const { if (_v[0]v._v[0]) return false; else if (_v[1]v._v[1]) return false; else return (_v[2]0.0f) { float inv = 1.0f/norm; _v[0] *= inv; _v[1] *= inv; _v[2] *= inv; } return( norm ); } friend inline std::ostream& operator << (std::ostream& output, const Vec3& vec); }; // end of class Vec3 inline std::ostream& operator << (std::ostream& output, const Vec3& vec) { output << vec._v[0] << " " << vec._v[1] << " " << vec._v[2]; return output; // to enable cascading } const Vec3 X_AXIS(1.0f,0.0f,0.0f); const Vec3 Y_AXIS(0.0f,1.0f,0.0f); const Vec3 Z_AXIS(0.0f,0.0f,1.0f); } // end of namespace osg #endif