88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_VEC3S
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#define OSG_VEC3S 1
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namespace osg {
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class Vec3s
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{
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public:
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typedef short value_type;
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union
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{
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struct {value_type x,y,z;};
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value_type _v[3];
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};
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Vec3s (){}
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Vec3s (value_type xx, value_type yy, value_type zz)
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{ x = xx; y = yy; z = zz;}
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inline value_type* ptr() { return _v; }
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inline const value_type* ptr() const { return _v; }
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inline bool operator == (const Vec3s& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
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inline bool operator != (const Vec3s& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
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inline bool operator < (const Vec3s& v) const
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{
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if (_v[0]<v._v[0]) return true;
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else if (_v[0]>v._v[0]) return false;
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else if (_v[1]<v._v[1]) return true;
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else if (_v[1]>v._v[1]) return false;
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else return (_v[2]<v._v[2]);
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}
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inline Vec3s operator * (value_type rhs) const
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{
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return Vec3s(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
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}
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inline Vec3s operator / (value_type rhs) const
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{
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return Vec3s(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
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}
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inline Vec3s operator + (value_type rhs) const
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{
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return Vec3s(_v[0]+rhs, _v[1]+rhs, _v[2]+rhs);
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}
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inline Vec3s operator - (value_type rhs) const
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{
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return Vec3s(_v[0]-rhs, _v[1]-rhs, _v[2]-rhs);
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}
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inline Vec3s operator + (const Vec3s& rhs) const
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{
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return Vec3s(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
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}
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inline Vec3s operator - (const Vec3s& rhs) const
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{
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return Vec3s(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
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}
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inline Vec3s operator * (const Vec3s& rhs) const
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{
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return Vec3s(_v[0]*rhs._v[0], _v[1]*rhs._v[1], _v[2]*rhs._v[2]);
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}
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};
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};
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#endif
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