1 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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2 | * |
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3 | * This library is open source and may be redistributed and/or modified under |
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4 | * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
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5 | * (at your option) any later version. The full license is in LICENSE file |
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6 | * included with this distribution, and on the openscenegraph.org website. |
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7 | * |
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8 | * This library is distributed in the hope that it will be useful, |
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9 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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10 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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11 | * OpenSceneGraph Public License for more details. |
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12 | */ |
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13 | |
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14 | #ifndef OSG_VEC3D |
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15 | #define OSG_VEC3D 1 |
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16 | |
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17 | #include <osg/Vec2d> |
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18 | #include <osg/Vec3f> |
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19 | |
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20 | namespace osg { |
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21 | |
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22 | /** General purpose double triple for use as vertices, vectors and normals. |
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23 | * Provides general math operations from addition through to cross products. |
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24 | * No support yet added for double * Vec3d - is it necessary? |
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25 | * Need to define a non-member non-friend operator* etc. |
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26 | * Vec3d * double is okay |
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27 | */ |
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28 | |
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29 | class Vec3d |
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30 | { |
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31 | public: |
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32 | |
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33 | /** Data type of vector components.*/ |
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34 | typedef double value_type; |
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35 | |
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36 | /** Number of vector components. */ |
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37 | enum { num_components = 3 }; |
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38 | |
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39 | value_type _v[3]; |
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40 | |
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41 | /** Constructor that sets all components of the vector to zero */ |
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42 | Vec3d() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0;} |
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43 | |
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44 | inline Vec3d(const Vec3f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; _v[2]=vec._v[2];} |
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45 | |
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46 | inline operator Vec3f() const { return Vec3f(static_cast<float>(_v[0]),static_cast<float>(_v[1]),static_cast<float>(_v[2]));} |
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47 | |
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48 | Vec3d(value_type x,value_type y,value_type z) { _v[0]=x; _v[1]=y; _v[2]=z; } |
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49 | Vec3d(const Vec2d& v2,value_type zz) |
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50 | { |
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51 | _v[0] = v2[0]; |
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52 | _v[1] = v2[1]; |
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53 | _v[2] = zz; |
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54 | } |
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55 | |
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56 | inline bool operator == (const Vec3d& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; } |
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57 | |
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58 | inline bool operator != (const Vec3d& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; } |
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59 | |
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60 | inline bool operator < (const Vec3d& v) const |
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61 | { |
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62 | if (_v[0]<v._v[0]) return true; |
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63 | else if (_v[0]>v._v[0]) return false; |
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64 | else if (_v[1]<v._v[1]) return true; |
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65 | else if (_v[1]>v._v[1]) return false; |
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66 | else return (_v[2]<v._v[2]); |
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67 | } |
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68 | |
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69 | inline value_type* ptr() { return _v; } |
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70 | inline const value_type* ptr() const { return _v; } |
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71 | |
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72 | inline void set( value_type x, value_type y, value_type z) |
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73 | { |
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74 | _v[0]=x; _v[1]=y; _v[2]=z; |
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75 | } |
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76 | |
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77 | inline void set( const Vec3d& rhs) |
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78 | { |
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79 | _v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2]; |
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80 | } |
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81 | |
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82 | inline value_type& operator [] (int i) { return _v[i]; } |
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83 | inline value_type operator [] (int i) const { return _v[i]; } |
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84 | |
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85 | inline value_type& x() { return _v[0]; } |
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86 | inline value_type& y() { return _v[1]; } |
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87 | inline value_type& z() { return _v[2]; } |
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88 | |
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89 | inline value_type x() const { return _v[0]; } |
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90 | inline value_type y() const { return _v[1]; } |
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91 | inline value_type z() const { return _v[2]; } |
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92 | |
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93 | /** Returns true if all components have values that are not NaN. */ |
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94 | inline bool valid() const { return !isNaN(); } |
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95 | /** Returns true if at least one component has value NaN. */ |
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96 | inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); } |
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97 | |
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98 | /** Dot product. */ |
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99 | inline value_type operator * (const Vec3d& rhs) const |
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100 | { |
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101 | return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2]; |
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102 | } |
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103 | |
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104 | /** Cross product. */ |
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105 | inline const Vec3d operator ^ (const Vec3d& rhs) const |
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106 | { |
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107 | return Vec3d(_v[1]*rhs._v[2]-_v[2]*rhs._v[1], |
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108 | _v[2]*rhs._v[0]-_v[0]*rhs._v[2] , |
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109 | _v[0]*rhs._v[1]-_v[1]*rhs._v[0]); |
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110 | } |
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111 | |
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112 | /** Multiply by scalar. */ |
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113 | inline const Vec3d operator * (value_type rhs) const |
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114 | { |
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115 | return Vec3d(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs); |
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116 | } |
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117 | |
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118 | /** Unary multiply by scalar. */ |
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119 | inline Vec3d& operator *= (value_type rhs) |
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120 | { |
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121 | _v[0]*=rhs; |
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122 | _v[1]*=rhs; |
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123 | _v[2]*=rhs; |
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124 | return *this; |
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125 | } |
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126 | |
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127 | /** Divide by scalar. */ |
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128 | inline const Vec3d operator / (value_type rhs) const |
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129 | { |
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130 | return Vec3d(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs); |
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131 | } |
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132 | |
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133 | /** Unary divide by scalar. */ |
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134 | inline Vec3d& operator /= (value_type rhs) |
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135 | { |
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136 | _v[0]/=rhs; |
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137 | _v[1]/=rhs; |
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138 | _v[2]/=rhs; |
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139 | return *this; |
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140 | } |
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141 | |
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142 | /** Binary vector add. */ |
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143 | inline const Vec3d operator + (const Vec3d& rhs) const |
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144 | { |
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145 | return Vec3d(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]); |
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146 | } |
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147 | |
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148 | /** Unary vector add. Slightly more efficient because no temporary |
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149 | * intermediate object. |
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150 | */ |
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151 | inline Vec3d& operator += (const Vec3d& rhs) |
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152 | { |
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153 | _v[0] += rhs._v[0]; |
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154 | _v[1] += rhs._v[1]; |
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155 | _v[2] += rhs._v[2]; |
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156 | return *this; |
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157 | } |
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158 | |
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159 | /** Binary vector subtract. */ |
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160 | inline const Vec3d operator - (const Vec3d& rhs) const |
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161 | { |
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162 | return Vec3d(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]); |
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163 | } |
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164 | |
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165 | /** Unary vector subtract. */ |
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166 | inline Vec3d& operator -= (const Vec3d& rhs) |
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167 | { |
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168 | _v[0]-=rhs._v[0]; |
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169 | _v[1]-=rhs._v[1]; |
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170 | _v[2]-=rhs._v[2]; |
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171 | return *this; |
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172 | } |
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173 | |
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174 | /** Negation operator. Returns the negative of the Vec3d. */ |
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175 | inline const Vec3d operator - () const |
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176 | { |
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177 | return Vec3d (-_v[0], -_v[1], -_v[2]); |
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178 | } |
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179 | |
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180 | /** Length of the vector = sqrt( vec . vec ) */ |
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181 | inline value_type length() const |
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182 | { |
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183 | return sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] ); |
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184 | } |
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185 | |
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186 | /** Length squared of the vector = vec . vec */ |
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187 | inline value_type length2() const |
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188 | { |
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189 | return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2]; |
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190 | } |
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191 | |
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192 | /** Normalize the vector so that it has length unity. |
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193 | * Returns the previous length of the vector. |
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194 | * If the vector is zero length, it is left unchanged and zero is returned. |
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195 | */ |
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196 | inline value_type normalize() |
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197 | { |
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198 | value_type norm = Vec3d::length(); |
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199 | if (norm>0.0) |
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200 | { |
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201 | value_type inv = 1.0/norm; |
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202 | _v[0] *= inv; |
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203 | _v[1] *= inv; |
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204 | _v[2] *= inv; |
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205 | } |
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206 | return( norm ); |
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207 | } |
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208 | |
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209 | }; // end of class Vec3d |
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210 | |
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211 | /** multiply by vector components. */ |
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212 | inline Vec3d componentMultiply(const Vec3d& lhs, const Vec3d& rhs) |
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213 | { |
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214 | return Vec3d(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2]); |
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215 | } |
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216 | |
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217 | /** divide rhs components by rhs vector components. */ |
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218 | inline Vec3d componentDivide(const Vec3d& lhs, const Vec3d& rhs) |
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219 | { |
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220 | return Vec3d(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2]); |
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221 | } |
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222 | |
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223 | } // end of namespace osg |
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224 | |
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225 | #endif |
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