/usr/include/osg/Vec3f is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
This file is owned by root:root, with mode 0o644.
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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 | /* -*-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 <osg/Vec2f>
#include <osg/Math>
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 true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else return (_v[2]<v._v[2]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y, value_type z)
{
_v[0]=x; _v[1]=y; _v[2]=z;
}
inline void set( const Vec3f& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
}
inline value_type& operator [] (int i) { return _v[i]; }
inline value_type operator [] (int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type& z() { return _v[2]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type z() const { return _v[2]; }
/** Returns true if all components have values that are not NaN. */
inline bool valid() const { return !isNaN(); }
/** Returns true if at least one component has value NaN. */
inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); }
/** Dot product. */
inline value_type operator * (const Vec3f& rhs) const
{
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2];
}
/** Cross product. */
inline const Vec3f operator ^ (const Vec3f& rhs) const
{
return Vec3f(_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 const Vec3f operator * (value_type rhs) const
{
return Vec3f(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
}
/** Unary multiply by scalar. */
inline Vec3f& operator *= (value_type rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
_v[2]*=rhs;
return *this;
}
/** Divide by scalar. */
inline const Vec3f operator / (value_type rhs) const
{
return Vec3f(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
}
/** Unary divide by scalar. */
inline Vec3f& operator /= (value_type rhs)
{
_v[0]/=rhs;
_v[1]/=rhs;
_v[2]/=rhs;
return *this;
}
/** Binary vector add. */
inline const Vec3f operator + (const Vec3f& rhs) const
{
return Vec3f(_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 Vec3f& operator += (const Vec3f& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
return *this;
}
/** Binary vector subtract. */
inline const Vec3f operator - (const Vec3f& rhs) const
{
return Vec3f(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}
/** Unary vector subtract. */
inline Vec3f& operator -= (const Vec3f& 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 Vec3f. */
inline const Vec3f operator - () const
{
return Vec3f (-_v[0], -_v[1], -_v[2]);
}
/** Length of the vector = sqrt( vec . vec ) */
inline value_type length() const
{
return sqrtf( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
}
/** Length squared of the vector = vec . vec */
inline value_type length2() 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 value_type normalize()
{
value_type norm = Vec3f::length();
if (norm>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
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