93ad63405f
doxygen documentation. Additionally, I made the comment on value_type more meaningful (in my opinion)."
172 lines
5.2 KiB
C++
172 lines
5.2 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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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/** Data type of vector components.*/
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typedef short value_type;
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/** Number of vector components. */
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enum { num_components = 3 };
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value_type _v[3];
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/** Constructor that sets all components of the vector to zero */
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Vec3s() { _v[0]=0; _v[1]=0; _v[2]=0; }
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Vec3s(value_type r, value_type g, value_type b) { _v[0]=r; _v[1]=g; _v[2]=b; }
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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 value_type* ptr() { return _v; }
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inline const value_type* ptr() const { return _v; }
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inline void set(value_type r, value_type g, value_type b)
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{
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_v[0]=r; _v[1]=g; _v[2]=b;
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}
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inline void set( const Vec3s& rhs)
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{
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_v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
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}
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inline value_type& operator [] (unsigned int i) { return _v[i]; }
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inline value_type operator [] (unsigned int i) const { return _v[i]; }
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inline value_type& x() { return _v[0]; }
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inline value_type& y() { return _v[1]; }
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inline value_type& z() { return _v[2]; }
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inline value_type x() const { return _v[0]; }
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inline value_type y() const { return _v[1]; }
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inline value_type z() const { return _v[2]; }
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inline value_type& r() { return _v[0]; }
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inline value_type& g() { return _v[1]; }
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inline value_type& b() { return _v[2]; }
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inline value_type r() const { return _v[0]; }
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inline value_type g() const { return _v[1]; }
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inline value_type b() const { return _v[2]; }
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/** Multiply by scalar. */
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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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/** Unary multiply by scalar. */
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inline Vec3s& operator *= (value_type rhs)
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{
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_v[0]*=rhs;
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_v[1]*=rhs;
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_v[2]*=rhs;
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return *this;
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}
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/** Divide by scalar. */
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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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/** Unary divide by scalar. */
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inline Vec3s& operator /= (value_type rhs)
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{
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_v[0]/=rhs;
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_v[1]/=rhs;
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_v[2]/=rhs;
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return *this;
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}
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/** Binary vector multiply. */
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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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/** Binary vector add. */
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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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/** Unary vector add. Slightly more efficient because no temporary
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* intermediate object.
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*/
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inline Vec3s& operator += (const Vec3s& rhs)
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{
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_v[0] += rhs._v[0];
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_v[1] += rhs._v[1];
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_v[2] += rhs._v[2];
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return *this;
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}
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/** Binary vector substract. */
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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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/** Unary vector subtract. */
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inline Vec3s& operator -= (const Vec3s& rhs)
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{
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_v[0]-=rhs._v[0];
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_v[1]-=rhs._v[1];
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_v[2]-=rhs._v[2];
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return *this;
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}
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/** Negation operator. Returns the negative of the Vec3s. */
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inline Vec3s operator - () const
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{
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return Vec3s (-_v[0], -_v[1], -_v[2]);
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}
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}; // end of class Vec3s
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/** multiply by vector components. */
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inline Vec3s componentMultiply(const Vec3s& lhs, const Vec3s& rhs)
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{
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return Vec3s(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2]);
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}
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/** divide rhs components by rhs vector components. */
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inline Vec3s componentDivide(const Vec3s& lhs, const Vec3s& rhs)
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{
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return Vec3s(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2]);
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}
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} // end of namespace osg
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#endif
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