/usr/include/osg/Vec2d is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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 | /* -*-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_VEC2D
#define OSG_VEC2D 1
#include <osg/Vec2f>
namespace osg {
/** General purpose double pair, uses include representation of
* texture coordinates.
* No support yet added for double * Vec2d - is it necessary?
* Need to define a non-member non-friend operator* etc.
* BTW: Vec2d * double is okay
*/
class Vec2d
{
public:
/** Data type of vector components.*/
typedef double value_type;
/** Number of vector components. */
enum { num_components = 2 };
value_type _v[2];
/** Constructor that sets all components of the vector to zero */
Vec2d() {_v[0]=0.0; _v[1]=0.0;}
Vec2d(value_type x,value_type y) { _v[0]=x; _v[1]=y; }
inline Vec2d(const Vec2f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; }
inline operator Vec2f() const { return Vec2f(static_cast<float>(_v[0]),static_cast<float>(_v[1]));}
inline bool operator == (const Vec2d& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; }
inline bool operator != (const Vec2d& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1]; }
inline bool operator < (const Vec2d& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else return (_v[1]<v._v[1]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y ) { _v[0]=x; _v[1]=y; }
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 x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
/** 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]); }
/** Dot product. */
inline value_type operator * (const Vec2d& rhs) const
{
return _v[0]*rhs._v[0]+_v[1]*rhs._v[1];
}
/** Multiply by scalar. */
inline const Vec2d operator * (value_type rhs) const
{
return Vec2d(_v[0]*rhs, _v[1]*rhs);
}
/** Unary multiply by scalar. */
inline Vec2d& operator *= (value_type rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
return *this;
}
/** Divide by scalar. */
inline const Vec2d operator / (value_type rhs) const
{
return Vec2d(_v[0]/rhs, _v[1]/rhs);
}
/** Unary divide by scalar. */
inline Vec2d& operator /= (value_type rhs)
{
_v[0]/=rhs;
_v[1]/=rhs;
return *this;
}
/** Binary vector add. */
inline const Vec2d operator + (const Vec2d& rhs) const
{
return Vec2d(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec2d& operator += (const Vec2d& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
return *this;
}
/** Binary vector subtract. */
inline const Vec2d operator - (const Vec2d& rhs) const
{
return Vec2d(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
}
/** Unary vector subtract. */
inline Vec2d& operator -= (const Vec2d& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
return *this;
}
/** Negation operator. Returns the negative of the Vec2d. */
inline const Vec2d operator - () const
{
return Vec2d (-_v[0], -_v[1]);
}
/** Length of the vector = sqrt( vec . vec ) */
inline value_type length() const
{
return sqrt( _v[0]*_v[0] + _v[1]*_v[1] );
}
/** Length squared of the vector = vec . vec */
inline value_type 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 value_type normalize()
{
value_type norm = Vec2d::length();
if (norm>0.0)
{
value_type inv = 1.0/norm;
_v[0] *= inv;
_v[1] *= inv;
}
return( norm );
}
}; // end of class Vec2d
/** multiply by vector components. */
inline Vec2d componentMultiply(const Vec2d& lhs, const Vec2d& rhs)
{
return Vec2d(lhs[0]*rhs[0], lhs[1]*rhs[1]);
}
/** divide rhs components by rhs vector components. */
inline Vec2d componentDivide(const Vec2d& lhs, const Vec2d& rhs)
{
return Vec2d(lhs[0]/rhs[0], lhs[1]/rhs[1]);
}
} // end of namespace osg
#endif
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