/usr/include/cal3d/vector.h is in libcal3d12-dev 0.11.0-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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// 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
//****************************************************************************//
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