/* -*-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_VEC2D #define OSG_VEC2D 1 #include #include namespace osg { /** General purpose float pair, uses include representation of texture coordinates. No support yet added for float * Vec2d - is it necessary? Need to define a non-member non-friend operator* etc. BTW: Vec2d * float is okay */ class Vec2d { public: typedef float value_type; value_type _v[2]; Vec2d() {_v[0]=0.0; _v[1]=0.0;} Vec2d(float x,float y) { _v[0]=x; _v[1]=y; } inline Vec2d(const Vec2f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; } inline operator Vec2f() const { return Vec2f(_v[0],_v[1]);} inline bool operator == (const Vec2d& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; } inline bool operator != (const Vec2d& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1]; } inline bool operator < (const Vec2d& v) const { if (_v[0]v._v[0]) return false; else return (_v[1]0.0) { float inv = 1.0/norm; _v[0] *= inv; _v[1] *= inv; } return( norm ); } friend inline std::ostream& operator << (std::ostream& output, const Vec2d& vec) { output << vec._v[0] << " " << vec._v[1]; return output; // to enable cascading } }; // end of class Vec2d } // end of namespace osg #endif