/usr/include/cal3d/vector.h is in libcal3d12-dev 0.11.0-7+b1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 | //****************************************************************************//
// vector.h //
// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //
//****************************************************************************//
// This library is free software; you can redistribute it and/or modify it //
// under the terms of the GNU Lesser General Public License as published by //
// the Free Software Foundation; either version 2.1 of the License, or (at //
// your option) any later version. //
//****************************************************************************//
#ifndef CAL_VECTOR_H
#define CAL_VECTOR_H
//****************************************************************************//
// Includes //
//****************************************************************************//
#include "cal3d/global.h"
#include "cal3d/matrix.h"
//****************************************************************************//
// Forward declarations //
//****************************************************************************//
class CalQuaternion;
//class CalMatrix;
//****************************************************************************//
// Class declaration //
//****************************************************************************//
/*****************************************************************************/
/** The vector class.
*****************************************************************************/
class CAL3D_API CalVector
{
// member variables
public:
float x ,y ,z;
// constructors/destructor
public:
inline CalVector(): x(0.0f), y(0.0f), z(0.0f) {};
inline CalVector(const CalVector& v) : x(v.x), y(v.y), z(v.z) {};
inline CalVector(float vx, float vy, float vz): x(vx), y(vy), z(vz) {};
inline ~CalVector() {};
// member functions
public:
inline float& operator[](unsigned int i)
{
return (&x)[i];
}
inline const float& operator[](unsigned int i) const
{
return (&x)[i];
}
inline void operator=(const CalVector& v)
{
x = v.x;
y = v.y;
z = v.z;
}
inline void operator+=(const CalVector& v)
{
x += v.x;
y += v.y;
z += v.z;
}
inline void operator-=(const CalVector& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
}
inline void operator*=(const float d)
{
x *= d;
y *= d;
z *= d;
}
void operator*=(const CalQuaternion& q);
inline void operator*=(const CalMatrix &m)
{
float ox = x;
float oy = y;
float oz = z;
x = m.dxdx*ox + m.dxdy*oy + m.dxdz*oz;
y = m.dydx*ox + m.dydy*oy + m.dydz*oz;
z = m.dzdx*ox + m.dzdy*oy + m.dzdz*oz;
}
inline void operator/=(const float d)
{
x /= d;
y /= d;
z /= d;
}
inline bool operator==(const CalVector& v) const
{
return ((x == v.x) && (y == v.y) && (z == v.z));
}
inline bool operator!=(const CalVector& v) const
{
return !operator==(v);
}
inline void blend(float d, const CalVector& v)
{
x += d * (v.x - x);
y += d * (v.y - y);
z += d * (v.z - z);
}
inline void clear()
{
x=0.0f;
y=0.0f;
z=0.0f;
}
inline float length() const
{
return (float)sqrt(x * x + y * y + z * z);
}
inline float normalize()
{
// calculate the length of the vector
float length;
length = (float) sqrt(x * x + y * y + z * z);
// normalize the vector
x /= length;
y /= length;
z /= length;
return length;
}
void set(float vx, float vy, float vz)
{
x = vx;
y = vy;
z = vz;
}
};
static inline CalVector operator+(const CalVector& v, const CalVector& u)
{
return CalVector(v.x + u.x, v.y + u.y, v.z + u.z);
}
static inline CalVector operator-(const CalVector& v, const CalVector& u)
{
return CalVector(v.x - u.x, v.y - u.y, v.z - u.z);
}
static inline CalVector operator*(const CalVector& v, const float d)
{
return CalVector(v.x * d, v.y * d, v.z * d);
}
static inline CalVector operator*(const float d, const CalVector& v)
{
return CalVector(v.x * d, v.y * d, v.z * d);
}
static inline CalVector operator/(const CalVector& v, const float d)
{
return CalVector(v.x / d, v.y / d, v.z / d);
}
static inline float operator*(const CalVector& v, const CalVector& u)
{
return v.x * u.x + v.y * u.y + v.z * u.z;
}
static inline CalVector operator%(const CalVector& v, const CalVector& u)
{
return CalVector(v.y * u.z - v.z * u.y, v.z * u.x - v.x * u.z, v.x * u.y - v.y * u.x);
}
/*****************************************************************************/
/** The plane class.
*****************************************************************************/
class CAL3D_API CalPlane
{
public:
float a,b,c,d;
// These methods are made only to calculate the bounding boxes,
// don't use them in you program
float eval(CalVector &p);
float dist(CalVector &p);
void setPosition(CalVector &p);
void setNormal(CalVector &p);
};
/*****************************************************************************/
/** The bounding box class.
*****************************************************************************/
class CAL3D_API CalBoundingBox
{
public:
CalPlane plane[6];
void computePoints(CalVector *p);
};
#endif
//****************************************************************************//
|