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225 lines
7.1 KiB
225 lines
7.1 KiB
/* -*-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_VEC3D |
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#define OSG_VEC3D 1 |
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#include <osg/Vec2d> |
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#include <osg/Vec3f> |
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namespace osg { |
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/** General purpose double triple for use as vertices, vectors and normals. |
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* Provides general math operations from addition through to cross products. |
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* No support yet added for double * Vec3d - is it necessary? |
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* Need to define a non-member non-friend operator* etc. |
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* Vec3d * double is okay |
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*/ |
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class Vec3d |
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{ |
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public: |
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/** Data type of vector components.*/ |
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typedef double 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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Vec3d() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0;} |
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inline Vec3d(const Vec3f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; _v[2]=vec._v[2];} |
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inline operator Vec3f() const { return Vec3f(static_cast<float>(_v[0]),static_cast<float>(_v[1]),static_cast<float>(_v[2]));} |
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Vec3d(value_type x,value_type y,value_type z) { _v[0]=x; _v[1]=y; _v[2]=z; } |
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Vec3d(const Vec2d& v2,value_type zz) |
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{ |
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_v[0] = v2[0]; |
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_v[1] = v2[1]; |
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_v[2] = zz; |
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} |
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inline bool operator == (const Vec3d& 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 Vec3d& 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 Vec3d& 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 x, value_type y, value_type 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 void set( const Vec3d& 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 [] (int i) { return _v[i]; } |
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inline value_type operator [] (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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/** Returns true if all components have values that are not NaN. */ |
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inline bool valid() const { return !isNaN(); } |
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/** Returns true if at least one component has value NaN. */ |
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inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); } |
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/** Dot product. */ |
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inline value_type operator * (const Vec3d& 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 Vec3d operator ^ (const Vec3d& rhs) const |
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{ |
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return Vec3d(_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 Vec3d operator * (value_type rhs) const |
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{ |
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return Vec3d(_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 Vec3d& 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 const Vec3d operator / (value_type rhs) const |
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{ |
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return Vec3d(_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 Vec3d& 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 add. */ |
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inline const Vec3d operator + (const Vec3d& rhs) const |
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{ |
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return Vec3d(_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 Vec3d& operator += (const Vec3d& 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 Vec3d operator - (const Vec3d& rhs) const |
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{ |
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return Vec3d(_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 Vec3d& operator -= (const Vec3d& 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 Vec3d. */ |
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inline const Vec3d operator - () const |
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{ |
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return Vec3d (-_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 value_type length() const |
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{ |
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return sqrt( _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 value_type 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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* If the vector is zero length, it is left unchanged and zero is returned. |
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*/ |
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inline value_type normalize() |
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{ |
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value_type norm = Vec3d::length(); |
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if (norm>0.0) |
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{ |
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value_type inv = 1.0/norm; |
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_v[0] *= inv; |
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_v[1] *= inv; |
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_v[2] *= inv; |
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} |
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return( norm ); |
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} |
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}; // end of class Vec3d |
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/** multiply by vector components. */ |
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inline Vec3d componentMultiply(const Vec3d& lhs, const Vec3d& rhs) |
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{ |
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return Vec3d(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 Vec3d componentDivide(const Vec3d& lhs, const Vec3d& rhs) |
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{ |
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return Vec3d(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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