2c6e85442b
Robert Osfield to maintain compatability under Linux.
179 lines
4.9 KiB
Plaintext
179 lines
4.9 KiB
Plaintext
#ifndef OSG_VEC3
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#define OSG_VEC3 1
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#include <osg/Math>
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#ifdef OSG_USE_IO_DOT_H
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#include <iostream.h>
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#else
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#include <iostream>
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using namespace std;
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#endif
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namespace osg {
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/** General purpose float triple for use as vertices, vectors and normals.
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Provides general maths operations from addition through to cross products.
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No support yet added for float * Vec3 - is it necessary?
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Need to define a non-member non-friend operator* etc.
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Vec3 * float is okay
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*/
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class Vec3
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{
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public:
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Vec3() {} // no operations done to maintain speed
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Vec3(float x,float y,float z) { _v[0]=x; _v[1]=y; _v[2]=z; }
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float _v[3];
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inline const bool operator == (const Vec3& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
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inline const bool operator < (const Vec3& 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 float* ptr() { return _v; }
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inline const float* ptr() const { return _v; }
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inline void set( float x, float y, float z)
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{
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_v[0]=x; _v[1]=y; _v[2]=z;
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}
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inline float& operator [] (int i) { return _v[i]; }
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inline const float operator [] (int i) const { return _v[i]; }
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inline float& x() { return _v[0]; }
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inline float& y() { return _v[1]; }
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inline float& z() { return _v[2]; }
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inline const float x() const { return _v[0]; }
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inline const float y() const { return _v[1]; }
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inline const float z() const { return _v[2]; }
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/// dot product
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inline float operator * (const Vec3& rhs) const
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{
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return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2];
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}
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/// cross product
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inline const Vec3 operator ^ (const Vec3& rhs) const
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{
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return Vec3(_v[1]*rhs._v[2]-_v[2]*rhs._v[1],
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_v[2]*rhs._v[0]-_v[0]*rhs._v[2] ,
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_v[0]*rhs._v[1]-_v[1]*rhs._v[0]);
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}
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/// multiply by scalar
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inline const Vec3 operator * (const float& rhs) const
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{
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return Vec3(_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 Vec3& operator *= (const float& 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 const Vec3 operator / (const float& rhs) const
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{
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return Vec3(_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 Vec3& operator /= (const float& 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 add
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inline const Vec3 operator + (const Vec3& rhs) const
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{
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return Vec3(_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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inline Vec3& operator += (const Vec3& 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 subtract
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inline const Vec3 operator - (const Vec3& rhs) const
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{
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return Vec3(_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 Vec3& operator -= (const Vec3& 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 Vec3
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inline const Vec3 operator - () const
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{
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return Vec3 (-_v[0], -_v[1], -_v[2]);
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}
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/// Length of the vector = sqrt( vec . vec )
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inline const float length() const
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{
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return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
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}
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/// Length squared of the vector = vec . vec
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inline const float length2() const
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{
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return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2];
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}
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/** normalize the vector so that it has length unity
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returns the previous length of the vector*/
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inline const float normalize()
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{
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float norm = Vec3::length();
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_v[0] /= norm;
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_v[1] /= norm;
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_v[2] /= norm;
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return( norm );
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}
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friend inline ostream& operator << (ostream& output, const Vec3& vec);
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}; // end of class Vec3
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inline ostream& operator << (ostream& output, const Vec3& vec)
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{
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output << vec._v[0] << " "
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<< vec._v[1] << " "
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<< vec._v[2];
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return output; // to enable cascading
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}
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} // end of namespace osg
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#endif
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