OpenSceneGraph/include/osg/Vec3s

88 lines
2.4 KiB
C++

/* -*-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_VEC3S
#define OSG_VEC3S 1
namespace osg {
class Vec3s
{
public:
typedef short value_type;
union
{
struct {value_type x,y,z;};
value_type _v[3];
};
Vec3s (){}
Vec3s (value_type xx, value_type yy, value_type zz)
{ x = xx; y = yy; z = zz;}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline bool operator == (const Vec3s& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
inline bool operator != (const Vec3s& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
inline bool operator < (const Vec3s& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else return (_v[2]<v._v[2]);
}
inline Vec3s operator * (value_type rhs) const
{
return Vec3s(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
}
inline Vec3s operator / (value_type rhs) const
{
return Vec3s(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
}
inline Vec3s operator + (value_type rhs) const
{
return Vec3s(_v[0]+rhs, _v[1]+rhs, _v[2]+rhs);
}
inline Vec3s operator - (value_type rhs) const
{
return Vec3s(_v[0]-rhs, _v[1]-rhs, _v[2]-rhs);
}
inline Vec3s operator + (const Vec3s& rhs) const
{
return Vec3s(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
}
inline Vec3s operator - (const Vec3s& rhs) const
{
return Vec3s(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}
inline Vec3s operator * (const Vec3s& rhs) const
{
return Vec3s(_v[0]*rhs._v[0], _v[1]*rhs._v[1], _v[2]*rhs._v[2]);
}
};
};
#endif