#ifndef OSG_VEC3 #define OSG_VEC3 1 #include #include #ifdef OSG_USE_IO_DOT_H #include #else #include using namespace std; #endif namespace osg { /** General purpose float triple for use as vertices, vectors and normals. Provides general maths operations from addition through to cross products. No support yet added for float * Vec3 - is it necessary? Need to define a non-member non-friend operator* etc. Vec3 * float is okay */ class Vec3 { public: Vec3() {} // no operations done to maintain speed Vec3(float x,float y,float z) { _v[0]=x; _v[1]=y; _v[2]=z; } float _v[3]; bool operator == (const Vec3& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; } inline float* ptr() { return _v; } inline const float* ptr() const { return _v; } inline void set( float x, float y, float z) { _v[0]=x; _v[1]=y; _v[2]=z; } 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& z() { return _v[2]; } inline float x() const { return _v[0]; } inline float y() const { return _v[1]; } inline float z() const { return _v[2]; } /// dot product inline float operator * (const Vec3& rhs) const { return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2]; } /// cross product inline Vec3 operator ^ (const Vec3& rhs) const { return Vec3(_v[1]*rhs._v[2]-_v[2]*rhs._v[1], _v[2]*rhs._v[0]-_v[0]*rhs._v[2] , _v[0]*rhs._v[1]-_v[1]*rhs._v[0]); } /// multiply by scalar inline Vec3 operator * (const float& rhs) const { return Vec3(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs); } /// unary multiply by scalar inline Vec3& operator *= (const float& rhs) { _v[0]*=rhs; _v[1]*=rhs; _v[2]*=rhs; return *this; } /// divide by scalar inline Vec3 operator / (const float& rhs) const { return Vec3(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs); } /// unary divide by scalar inline Vec3& operator /= (const float& rhs) { _v[0]/=rhs; _v[1]/=rhs; _v[2]/=rhs; return *this; } /// binary vector add inline Vec3 operator + (const Vec3& rhs) const { return Vec3(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]); } /** unary vector add. Slightly more efficient because no temporary intermediate object*/ inline Vec3& operator += (const Vec3& rhs) { _v[0] += rhs._v[0]; _v[1] += rhs._v[1]; _v[2] += rhs._v[2]; return *this; } /// binary vector subract inline Vec3 operator - (const Vec3& rhs) const { return Vec3(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]); } /// unary vector subract inline Vec3& operator -= (const Vec3& rhs) { _v[0]-=rhs._v[0]; _v[1]-=rhs._v[1]; _v[2]-=rhs._v[2]; return *this; } /// negation operator. Returns the negative of the Vec3 inline Vec3 operator - () const { return Vec3 (-_v[0], -_v[1], -_v[2]); } /// Length of the vector = sqrt( vec . vec ) inline float length( void ) const { return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] ); } /// Length squared of the vector = vec . vec inline float length2( void ) const { return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2]; } /** normalize the vector so that it has length unity returns the previous length of the vector*/ inline float normalize() { float norm = Vec3::length(); _v[0] /= norm; _v[1] /= norm; _v[2] /= norm; return( norm ); } friend inline ostream& operator << (ostream& output, const Vec3& vec) { output << vec._v[0] << " " << vec._v[1] << " " << vec._v[2]; return output; // to enable cascading } }; // end of class Vec3 } // end of namespace osg #endif