#ifndef OSG_VEC2 #define OSG_VEC2 1 #include #include #ifdef OSG_USE_IO_DOT_H #include #else #include using namespace std; #endif namespace osg { /** General purpose float pair, uses include representation of texture coordinates. No support yet added for float * Vec2 - is it necessary? Need to define a non-member non-friend operator* etc. BTW: Vec2 * float is okay */ class Vec2 { public: Vec2() {} // no operations done to maintain speed Vec2(float x,float y) { _v[0]=x; _v[1]=y; } float _v[2]; bool operator == (const Vec2& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; } inline float* ptr() { return _v; } inline const float* ptr() const { return _v; } inline void set( float x, float y ) { _v[0]=x; _v[1]=y; } inline float& operator [] (int i) { return _v[i]; } inline float operator [] (int i) const { return _v[i]; } inline float& x() { return _v[0]; } inline float& y() { return _v[1]; } inline float x() const { return _v[0]; } inline float y() const { return _v[1]; } /// dot product inline float operator * (const Vec2& rhs) const { return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]; } /// multiply by scalar inline Vec2 operator * (const float& rhs) const { return Vec2(_v[0]*rhs, _v[1]*rhs); } /// unary multiply by scalar inline Vec2& operator *= (const float& rhs) { _v[0]*=rhs; _v[1]*=rhs; return *this; } /// divide by scalar inline Vec2 operator / (const float& rhs) const { return Vec2(_v[0]/rhs, _v[1]/rhs); } /// unary divide by scalar inline Vec2& operator /= (const float& rhs) { _v[0]/=rhs; _v[1]/=rhs; return *this; } /// binary vector add inline Vec2 operator + (const Vec2& rhs) const { return Vec2(_v[0]+rhs._v[0], _v[1]+rhs._v[1]); } /** unary vector add. Slightly more efficient because no temporary intermediate object.*/ inline Vec2& operator += (const Vec2& rhs) { _v[0] += rhs._v[0]; _v[1] += rhs._v[1]; return *this; } /// binary vector subract inline Vec2 operator - (const Vec2& rhs) const { return Vec2(_v[0]-rhs._v[0], _v[1]-rhs._v[1]); } /// unary vector subract inline Vec2& operator -= (const Vec2& rhs) { _v[0]-=rhs._v[0]; _v[1]-=rhs._v[1]; return *this; } /// negation operator. Returns the negative of the Vec2 inline Vec2 operator - () const { return Vec2 (-_v[0], -_v[1]); } /// Length of the vector = sqrt( vec . vec ) inline float length() const { return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] ); } /// Length squared of the vector = vec . vec inline float 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 float normalize() { float norm = Vec2::length(); _v[0] /= norm; _v[1] /= norm; return( norm ); } friend inline ostream& operator << (ostream& output, const Vec2& vec) { output << vec._v[0] << " " << vec._v[1]; return output; // to enable cascading } }; // end of class Vec2 } // end of namespace osg #endif