/* -*-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_VEC4D #define OSG_VEC4D 1 #include #include namespace osg { /** General purpose float quad, uses include representation of colour coordinates. No support yet added for float * Vec4d - is it necessary? Need to define a non-member non-friend operator* etc. Vec4d * float is okay */ class Vec4d { public: typedef float value_type; value_type _v[4]; // Methods are defined here so that they are implicitly inlined Vec4d() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=0.0;} Vec4d(value_type x, value_type y, value_type z, value_type w) { _v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w; } Vec4d(const Vec3d& v3,value_type w) { _v[0]=v3[0]; _v[1]=v3[1]; _v[2]=v3[2]; _v[3]=w; } inline Vec4d(const Vec4f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; _v[2]=vec._v[2]; _v[3]=vec._v[3];} inline operator Vec4f() const { return Vec4f(_v[0],_v[1],_v[2],_v[3]);} inline bool operator == (const Vec4d& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; } inline bool operator != (const Vec4d& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; } inline bool operator < (const Vec4d& v) const { if (_v[0]v._v[0]) return false; else if (_v[1]v._v[1]) return false; else if (_v[2]v._v[2]) return false; else return (_v[3]0.0f) { value_type inv = 1.0f/norm; _v[0] *= inv; _v[1] *= inv; _v[2] *= inv; _v[3] *= inv; } return( norm ); } friend inline std::ostream& operator << (std::ostream& output, const Vec4d& vec) { output << vec._v[0] << " " << vec._v[1] << " " << vec._v[2] << " " << vec._v[3]; return output; // to enable cascading } }; // end of class Vec4d /** Compute the dot product of a (Vec3,1.0) and a Vec4d.*/ inline Vec4d::value_type operator * (const Vec3d& lhs,const Vec4d& rhs) { return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+rhs[3]; } /** Compute the dot product of a Vec4d and a (Vec3,1.0).*/ inline Vec4d::value_type operator * (const Vec4d& lhs,const Vec3d& rhs) { return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+lhs[3]; } } // end of namespace osg #endif