-// Copyright (C) 2006 Mathias Froehlich - Mathias.Froehlich@web.de
+// Copyright (C) 2006-2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
#ifndef SGVec3_H
#define SGVec3_H
+#ifndef NO_OPENSCENEGRAPH_INTERFACE
#include <osg/Vec3f>
#include <osg/Vec3d>
-
-template<typename T>
-struct SGVec3Storage {
- /// Readonly raw storage interface
- const T (&data(void) const)[3]
- { return _data; }
- /// Readonly raw storage interface
- T (&data(void))[3]
- { return _data; }
-
- void osg() const
- { }
-
-private:
- T _data[3];
-};
-
-template<>
-struct SGVec3Storage<float> : public osg::Vec3f {
- /// Access raw data by index, the index is unchecked
- const float (&data(void) const)[3]
- { return osg::Vec3f::_v; }
- /// Access raw data by index, the index is unchecked
- float (&data(void))[3]
- { return osg::Vec3f::_v; }
-
- const osg::Vec3f& osg() const
- { return *this; }
- osg::Vec3f& osg()
- { return *this; }
-};
-
-template<>
-struct SGVec3Storage<double> : public osg::Vec3d {
- /// Access raw data by index, the index is unchecked
- const double (&data(void) const)[3]
- { return osg::Vec3d::_v; }
- /// Access raw data by index, the index is unchecked
- double (&data(void))[3]
- { return osg::Vec3d::_v; }
-
- const osg::Vec3d& osg() const
- { return *this; }
- osg::Vec3d& osg()
- { return *this; }
-};
+#endif
/// 3D Vector Class
template<typename T>
-class SGVec3 : protected SGVec3Storage<T> {
+class SGVec3 {
public:
typedef T value_type;
/// make sure it has at least 3 elements
explicit SGVec3(const T* d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
- explicit SGVec3(const osg::Vec3f& d)
- { data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
- explicit SGVec3(const osg::Vec3d& d)
+ template<typename S>
+ explicit SGVec3(const SGVec3<S>& d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
explicit SGVec3(const SGVec2<T>& v2, const T& v3 = 0)
{ data()[0] = v2[0]; data()[1] = v2[1]; data()[2] = v3; }
T& z(void)
{ return data()[2]; }
- /// Get the data pointer
- using SGVec3Storage<T>::data;
-
- /// Readonly interface function to ssg's sgVec3/sgdVec3
- const T (&sg(void) const)[3]
- { return data(); }
- /// Interface function to ssg's sgVec3/sgdVec3
- T (&sg(void))[3]
- { return data(); }
-
- /// Interface function to osg's Vec3*
- using SGVec3Storage<T>::osg;
+ /// Readonly raw storage interface
+ const T (&data(void) const)[3]
+ { return _data; }
+ /// Readonly raw storage interface
+ T (&data(void))[3]
+ { return _data; }
/// Inplace addition
SGVec3& operator+=(const SGVec3& v)
/// Constructor. Initialize by a geocentric coordinate
/// Note that this conversion is relatively expensive to compute
static SGVec3 fromGeoc(const SGGeoc& geoc);
+
+private:
+ T _data[3];
};
template<>
operator*(const SGVec3<T>& v, S s)
{ return SGVec3<T>(s*v(0), s*v(1), s*v(2)); }
+/// multiplication as a multiplicator, that is assume that the first vector
+/// represents a 3x3 diagonal matrix with the diagonal elements in the vector.
+/// Then the result is the product of that matrix times the second vector.
+template<typename T>
+inline
+SGVec3<T>
+mult(const SGVec3<T>& v1, const SGVec3<T>& v2)
+{ return SGVec3<T>(v1(0)*v2(0), v1(1)*v2(1), v1(2)*v2(2)); }
+
/// component wise min
template<typename T>
inline
}
}
-/// The euclidean norm of the vector, that is what most people call length
+/// Construct a unit vector in the given direction.
+/// or the zero vector if the input vector is zero.
template<typename T>
inline
SGVec3<T>
normalize(const SGVec3<T>& v)
-{ return (1/norm(v))*v; }
+{
+ T normv = norm(v);
+ if (normv <= SGLimits<T>::min())
+ return SGVec3<T>::zeros();
+ return (1/normv)*v;
+}
/// Return true if exactly the same
template<typename T>
distSqr(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ SGVec3<T> tmp = v1 - v2; return dot(tmp, tmp); }
+// calculate the projection of u along the direction of d.
+template<typename T>
+inline
+SGVec3<T>
+projection(const SGVec3<T>& u, const SGVec3<T>& d)
+{
+ T denom = dot(d, d);
+ T ud = dot(u, d);
+ if (SGLimits<T>::min() < denom) return u;
+ else return d * (dot(u, d) / denom);
+}
+
#ifndef NDEBUG
template<typename T>
inline
toVec3d(const SGVec3f& v)
{ return SGVec3d(v(0), v(1), v(2)); }
+#ifndef NO_OPENSCENEGRAPH_INTERFACE
+inline
+SGVec3d
+toSG(const osg::Vec3d& v)
+{ return SGVec3d(v[0], v[1], v[2]); }
+
+inline
+SGVec3f
+toSG(const osg::Vec3f& v)
+{ return SGVec3f(v[0], v[1], v[2]); }
+
+inline
+osg::Vec3d
+toOsg(const SGVec3d& v)
+{ return osg::Vec3d(v[0], v[1], v[2]); }
+
+inline
+osg::Vec3f
+toOsg(const SGVec3f& v)
+{ return osg::Vec3f(v[0], v[1], v[2]); }
+#endif
+
#endif