| 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 | /** Type of Vec class.*/ |
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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 | Vec3d() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0;} |
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| 42 | |
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| 43 | inline Vec3d(const Vec3f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; _v[2]=vec._v[2];} |
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| 44 | |
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| 45 | 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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| 46 | |
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| 47 | Vec3d(value_type x,value_type y,value_type z) { _v[0]=x; _v[1]=y; _v[2]=z; } |
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| 48 | Vec3d(const Vec2d& v2,value_type zz) |
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| 49 | { |
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| 50 | _v[0] = v2[0]; |
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| 51 | _v[1] = v2[1]; |
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| 52 | _v[2] = zz; |
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| 53 | } |
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| 54 | |
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| 55 | 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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| 56 | |
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| 57 | 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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| 58 | |
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| 59 | inline bool operator < (const Vec3d& v) const |
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| 60 | { |
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| 61 | if (_v[0]<v._v[0]) return true; |
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| 62 | else if (_v[0]>v._v[0]) return false; |
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| 63 | else if (_v[1]<v._v[1]) return true; |
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| 64 | else if (_v[1]>v._v[1]) return false; |
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| 65 | else return (_v[2]<v._v[2]); |
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| 66 | } |
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| 67 | |
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| 68 | inline value_type* ptr() { return _v; } |
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| 69 | inline const value_type* ptr() const { return _v; } |
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| 70 | |
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| 71 | inline void set( value_type x, value_type y, value_type z) |
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| 72 | { |
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| 73 | _v[0]=x; _v[1]=y; _v[2]=z; |
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| 74 | } |
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| 75 | |
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| 76 | inline void set( const Vec3d& rhs) |
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| 77 | { |
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| 78 | _v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2]; |
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| 79 | } |
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| 80 | |
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| 81 | inline value_type& operator [] (int i) { return _v[i]; } |
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| 82 | inline value_type operator [] (int i) const { return _v[i]; } |
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| 83 | |
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| 84 | inline value_type& x() { return _v[0]; } |
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| 85 | inline value_type& y() { return _v[1]; } |
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| 86 | inline value_type& z() { return _v[2]; } |
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| 87 | |
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| 88 | inline value_type x() const { return _v[0]; } |
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| 89 | inline value_type y() const { return _v[1]; } |
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| 90 | inline value_type z() const { return _v[2]; } |
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| 91 | |
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| 92 | inline bool valid() const { return !isNaN(); } |
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| 93 | inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]); } |
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| 94 | |
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| 95 | /** Dot product. */ |
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| 96 | inline value_type operator * (const Vec3d& rhs) const |
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| 97 | { |
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| 98 | return _v[0]*rhs._v[0]+_v[1]*rhs._v[1]+_v[2]*rhs._v[2]; |
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| 99 | } |
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| 100 | |
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| 101 | /** Cross product. */ |
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| 102 | inline const Vec3d operator ^ (const Vec3d& rhs) const |
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| 103 | { |
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| 104 | return Vec3d(_v[1]*rhs._v[2]-_v[2]*rhs._v[1], |
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| 105 | _v[2]*rhs._v[0]-_v[0]*rhs._v[2] , |
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| 106 | _v[0]*rhs._v[1]-_v[1]*rhs._v[0]); |
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| 107 | } |
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| 108 | |
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| 109 | /** Multiply by scalar. */ |
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| 110 | inline const Vec3d operator * (value_type rhs) const |
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| 111 | { |
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| 112 | return Vec3d(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs); |
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| 113 | } |
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| 114 | |
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| 115 | /** Unary multiply by scalar. */ |
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| 116 | inline Vec3d& operator *= (value_type rhs) |
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| 117 | { |
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| 118 | _v[0]*=rhs; |
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| 119 | _v[1]*=rhs; |
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| 120 | _v[2]*=rhs; |
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| 121 | return *this; |
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| 122 | } |
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| 123 | |
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| 124 | /** Divide by scalar. */ |
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| 125 | inline const Vec3d operator / (value_type rhs) const |
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| 126 | { |
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| 127 | return Vec3d(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs); |
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| 128 | } |
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| 129 | |
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| 130 | /** Unary divide by scalar. */ |
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| 131 | inline Vec3d& operator /= (value_type rhs) |
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| 132 | { |
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| 133 | _v[0]/=rhs; |
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| 134 | _v[1]/=rhs; |
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| 135 | _v[2]/=rhs; |
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| 136 | return *this; |
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| 137 | } |
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| 138 | |
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| 139 | /** Binary vector add. */ |
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| 140 | inline const Vec3d operator + (const Vec3d& rhs) const |
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| 141 | { |
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| 142 | return Vec3d(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]); |
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| 143 | } |
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| 144 | |
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| 145 | /** Unary vector add. Slightly more efficient because no temporary |
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| 146 | * intermediate object. |
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| 147 | */ |
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| 148 | inline Vec3d& operator += (const Vec3d& rhs) |
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| 149 | { |
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| 150 | _v[0] += rhs._v[0]; |
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| 151 | _v[1] += rhs._v[1]; |
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| 152 | _v[2] += rhs._v[2]; |
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| 153 | return *this; |
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| 154 | } |
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| 155 | |
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| 156 | /** Binary vector subtract. */ |
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| 157 | inline const Vec3d operator - (const Vec3d& rhs) const |
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| 158 | { |
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| 159 | return Vec3d(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]); |
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| 160 | } |
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| 161 | |
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| 162 | /** Unary vector subtract. */ |
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| 163 | inline Vec3d& operator -= (const Vec3d& rhs) |
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| 164 | { |
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| 165 | _v[0]-=rhs._v[0]; |
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| 166 | _v[1]-=rhs._v[1]; |
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| 167 | _v[2]-=rhs._v[2]; |
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| 168 | return *this; |
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| 169 | } |
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| 170 | |
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| 171 | /** Negation operator. Returns the negative of the Vec3d. */ |
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| 172 | inline const Vec3d operator - () const |
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| 173 | { |
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| 174 | return Vec3d (-_v[0], -_v[1], -_v[2]); |
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| 175 | } |
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| 176 | |
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| 177 | /** Length of the vector = sqrt( vec . vec ) */ |
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| 178 | inline value_type length() const |
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| 179 | { |
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| 180 | return sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] ); |
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| 181 | } |
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| 182 | |
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| 183 | /** Length squared of the vector = vec . vec */ |
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| 184 | inline value_type length2() const |
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| 185 | { |
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| 186 | return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2]; |
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| 187 | } |
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| 188 | |
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| 189 | /** Normalize the vector so that it has length unity. |
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| 190 | * Returns the previous length of the vector. |
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| 191 | */ |
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| 192 | inline value_type normalize() |
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| 193 | { |
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| 194 | value_type norm = Vec3d::length(); |
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| 195 | if (norm>0.0) |
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| 196 | { |
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| 197 | value_type inv = 1.0/norm; |
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| 198 | _v[0] *= inv; |
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| 199 | _v[1] *= inv; |
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| 200 | _v[2] *= inv; |
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| 201 | } |
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| 202 | return( norm ); |
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| 203 | } |
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| 204 | |
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| 205 | }; // end of class Vec3d |
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| 206 | |
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| 207 | } // end of namespace osg |
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| 208 | |
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| 209 | #endif |
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