/* -*-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_VEC3F #define OSG_VEC3F 1 #include #include namespace osg { /** General purpose float triple for use as vertices, vectors and normals. * Provides general math operations from addition through to cross products. * No support yet added for float * Vec3f - is it necessary? * Need to define a non-member non-friend operator* etc. * Vec3f * float is okay */ class Vec3f { public: /** Data type of vector components.*/ typedef float value_type; /** Number of vector components. */ enum { num_components = 3 }; value_type _v[3]; /** Constructor that sets all components of the vector to zero */ Vec3f() { _v[0]=0.0f; _v[1]=0.0f; _v[2]=0.0f;} Vec3f(value_type x,value_type y,value_type z) { _v[0]=x; _v[1]=y; _v[2]=z; } Vec3f(const Vec2f& v2,value_type zz) { _v[0] = v2[0]; _v[1] = v2[1]; _v[2] = zz; } inline bool operator == (const Vec3f& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; } inline bool operator != (const Vec3f& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; } inline bool operator < (const Vec3f& v) const { if (_v[0]v._v[0]) return false; else if (_v[1]v._v[1]) return false; else return (_v[2]0.0) { value_type inv = 1.0f/norm; _v[0] *= inv; _v[1] *= inv; _v[2] *= inv; } return( norm ); } }; // end of class Vec3f /** multiply by vector components. */ inline Vec3f componentMultiply(const Vec3f& lhs, const Vec3f& rhs) { return Vec3f(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2]); } /** divide rhs components by rhs vector components. */ inline Vec3f componentDivide(const Vec3f& lhs, const Vec3f& rhs) { return Vec3f(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2]); } const Vec3f X_AXIS(1.0,0.0,0.0); const Vec3f Y_AXIS(0.0,1.0,0.0); const Vec3f Z_AXIS(0.0,0.0,1.0); } // end of namespace osg #endif