OpenSceneGraph/include/osg/Vec2f
2006-07-18 15:21:48 +00:00

176 lines
5.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_VEC2F
#define OSG_VEC2F 1
#include <osg/Math>
namespace osg {
/** General purpose float pair. Uses include representation of
* texture coordinates.
* No support yet added for float * Vec2f - is it necessary?
* Need to define a non-member non-friend operator* etc.
* BTW: Vec2f * float is okay
*/
class Vec2f
{
public:
/** Type of Vec class.*/
typedef float value_type;
/** Number of vector components. */
enum { num_components = 2 };
/** Vec member varaible. */
value_type _v[2];
Vec2f() {_v[0]=0.0; _v[1]=0.0;}
Vec2f(value_type x,value_type y) { _v[0]=x; _v[1]=y; }
inline bool operator == (const Vec2f& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; }
inline bool operator != (const Vec2f& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1]; }
inline bool operator < (const Vec2f& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else return (_v[1]<v._v[1]);
}
inline value_type * ptr() { return _v; }
inline const value_type * ptr() const { return _v; }
inline void set( value_type x, value_type y ) { _v[0]=x; _v[1]=y; }
inline value_type & operator [] (int i) { return _v[i]; }
inline value_type operator [] (int i) const { return _v[i]; }
inline value_type & x() { return _v[0]; }
inline value_type & y() { return _v[1]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline bool valid() const { return !isNaN(); }
inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]); }
/** Dot product. */
inline value_type operator * (const Vec2f& rhs) const
{
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1];
}
/** Multiply by scalar. */
inline const Vec2f operator * (value_type rhs) const
{
return Vec2f(_v[0]*rhs, _v[1]*rhs);
}
/** Unary multiply by scalar. */
inline Vec2f& operator *= (value_type rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
return *this;
}
/** Divide by scalar. */
inline const Vec2f operator / (value_type rhs) const
{
return Vec2f(_v[0]/rhs, _v[1]/rhs);
}
/** Unary divide by scalar. */
inline Vec2f& operator /= (value_type rhs)
{
_v[0]/=rhs;
_v[1]/=rhs;
return *this;
}
/** Binary vector add. */
inline const Vec2f operator + (const Vec2f& rhs) const
{
return Vec2f(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec2f& operator += (const Vec2f& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
return *this;
}
/** Binary vector subtract. */
inline const Vec2f operator - (const Vec2f& rhs) const
{
return Vec2f(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
}
/** Unary vector subtract. */
inline Vec2f& operator -= (const Vec2f& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
return *this;
}
/** Negation operator. Returns the negative of the Vec2f. */
inline const Vec2f operator - () const
{
return Vec2f (-_v[0], -_v[1]);
}
/** Length of the vector = sqrt( vec . vec ) */
inline value_type length() const
{
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] );
}
/** Length squared of the vector = vec . vec */
inline value_type length2( void ) const
{
return _v[0]*_v[0] + _v[1]*_v[1];
}
/** Normalize the vector so that it has length unity.
* Returns the previous length of the vector.
*/
inline value_type normalize()
{
value_type norm = Vec2f::length();
if (norm>0.0)
{
value_type inv = 1.0f/norm;
_v[0] *= inv;
_v[1] *= inv;
}
return( norm );
}
}; // end of class Vec2f
} // end of namespace osg
#endif