OpenSceneGraph/include/osg/Vec3
Robert Osfield 12226e4371 Converted the instances of const built in types being returned from methods
and passed as paramters into straight forward non const built in types,
i.e. const bool foogbar(const int) becomes bool foobar(int).
2002-09-02 12:31:35 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_VEC3
#define OSG_VEC3 1
#include <osg/Math>
#include <iostream>
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 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 float* ptr() { return _v; }
inline const float* ptr() const { return _v; }
inline void set( float x, float y, float z)
{
_v[0]=x; _v[1]=y; _v[2]=z;
}
inline float& operator [] (int i) { return _v[i]; }
inline float operator [] (int i) const { return _v[i]; }
inline float& x() { return _v[0]; }
inline float& y() { return _v[1]; }
inline float& z() { return _v[2]; }
inline float x() const { return _v[0]; }
inline float y() const { return _v[1]; }
inline float z() const { return _v[2]; }
inline bool valid() const { return !isNaN(); }
inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); }
/// dot product
inline float operator * (const Vec3& rhs) const
{
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2];
}
/// cross product
inline const Vec3 operator ^ (const Vec3& rhs) const
{
return Vec3(_v[1]*rhs._v[2]-_v[2]*rhs._v[1],
_v[2]*rhs._v[0]-_v[0]*rhs._v[2] ,
_v[0]*rhs._v[1]-_v[1]*rhs._v[0]);
}
/// multiply by scalar
inline const Vec3 operator * (float rhs) const
{
return Vec3(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
}
/// unary multiply by scalar
inline Vec3& operator *= (float rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
_v[2]*=rhs;
return *this;
}
/// divide by scalar
inline const Vec3 operator / (float rhs) const
{
return Vec3(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
}
/// unary divide by scalar
inline Vec3& operator /= (float rhs)
{
_v[0]/=rhs;
_v[1]/=rhs;
_v[2]/=rhs;
return *this;
}
/// binary vector add
inline const Vec3 operator + (const Vec3& rhs) const
{
return Vec3(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
}
/** unary vector add. Slightly more efficient because no temporary
intermediate object*/
inline Vec3& operator += (const Vec3& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
return *this;
}
/// binary vector subtract
inline const Vec3 operator - (const Vec3& rhs) const
{
return Vec3(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}
/// unary vector subtract
inline Vec3& operator -= (const Vec3& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}
/// negation operator. Returns the negative of the Vec3
inline const Vec3 operator - () const
{
return Vec3 (-_v[0], -_v[1], -_v[2]);
}
/// Length of the vector = sqrt( vec . vec )
inline float length() const
{
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
}
/// Length squared of the vector = vec . vec
inline float length2() const
{
return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2];
}
/** normalize the vector so that it has length unity
returns the previous length of the vector*/
inline float normalize()
{
float norm = Vec3::length();
if (norm>0.0f)
{
_v[0] /= norm;
_v[1] /= norm;
_v[2] /= norm;
}
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