-// 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 SGVec4_H
#define SGVec4_H
+#ifndef NO_OPENSCENEGRAPH_INTERFACE
#include <osg/Vec4f>
#include <osg/Vec4d>
-
-template<typename T>
-struct SGVec4Storage {
- /// Readonly raw storage interface
- const T (&data(void) const)[4]
- { return _data; }
- /// Readonly raw storage interface
- T (&data(void))[4]
- { return _data; }
-
- void osg() const
- { }
-
-private:
- T _data[4];
-};
-
-template<>
-struct SGVec4Storage<float> : public osg::Vec4f {
- /// Access raw data by index, the index is unchecked
- const float (&data(void) const)[4]
- { return osg::Vec4f::_v; }
- /// Access raw data by index, the index is unchecked
- float (&data(void))[4]
- { return osg::Vec4f::_v; }
-
- const osg::Vec4f& osg() const
- { return *this; }
- osg::Vec4f& osg()
- { return *this; }
-};
-
-template<>
-struct SGVec4Storage<double> : public osg::Vec4d {
- /// Access raw data by index, the index is unchecked
- const double (&data(void) const)[4]
- { return osg::Vec4d::_v; }
- /// Access raw data by index, the index is unchecked
- double (&data(void))[4]
- { return osg::Vec4d::_v; }
-
- const osg::Vec4d& osg() const
- { return *this; }
- osg::Vec4d& osg()
- { return *this; }
-};
+#endif
/// 4D Vector Class
template<typename T>
-class SGVec4 : protected SGVec4Storage<T> {
+class SGVec4 {
public:
typedef T value_type;
/// make sure it has at least 3 elements
explicit SGVec4(const T* d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; }
- explicit SGVec4(const osg::Vec4f& d)
- { data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; }
- explicit SGVec4(const osg::Vec4d& d)
+ template<typename S>
+ explicit SGVec4(const SGVec4<S>& d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; }
explicit SGVec4(const SGVec3<T>& v3, const T& v4 = 0)
{ data()[0] = v3[0]; data()[1] = v3[1]; data()[2] = v3[2]; data()[3] = v4; }
-
/// Access by index, the index is unchecked
const T& operator()(unsigned i) const
{ return data()[i]; }
T& w(void)
{ return data()[3]; }
- /// Get the data pointer
- using SGVec4Storage<T>::data;
-
- /// Readonly interface function to ssg's sgVec4/sgdVec4
- const T (&sg(void) const)[4]
- { return data(); }
- /// Interface function to ssg's sgVec4/sgdVec4
- T (&sg(void))[4]
- { return data(); }
-
- /// Interface function to osg's Vec4*
- using SGVec4Storage<T>::osg;
+ /// Readonly raw storage interface
+ const T (&data(void) const)[4]
+ { return _data; }
+ /// Readonly raw storage interface
+ T (&data(void))[4]
+ { return _data; }
/// Inplace addition
SGVec4& operator+=(const SGVec4& v)
{ return SGVec4(0, 0, 1, 0); }
static SGVec4 e4(void)
{ return SGVec4(0, 0, 0, 1); }
+
+private:
+ T _data[4];
};
/// Unary +, do nothing ...
operator*(const SGVec4<T>& v, S s)
{ return SGVec4<T>(s*v(0), s*v(1), s*v(2), s*v(3)); }
+/// multiplication as a multiplicator, that is assume that the first vector
+/// represents a 4x4 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
+SGVec4<T>
+mult(const SGVec4<T>& v1, const SGVec4<T>& v2)
+{ return SGVec4<T>(v1(0)*v2(0), v1(1)*v2(1), v1(2)*v2(2), v1(3)*v2(3)); }
+
/// component wise min
template<typename T>
inline
inline
SGVec4<T>
normalize(const SGVec4<T>& v)
-{ return (1/norm(v))*v; }
+{
+ T normv = norm(v);
+ if (normv <= SGLimits<T>::min())
+ return SGVec4<T>::zeros();
+ return (1/normv)*v;
+}
/// Return true if exactly the same
template<typename T>
operator!=(const SGVec4<T>& v1, const SGVec4<T>& v2)
{ return ! (v1 == v2); }
+/// Return true if smaller, good for putting that into a std::map
+template<typename T>
+inline
+bool
+operator<(const SGVec4<T>& v1, const SGVec4<T>& v2)
+{
+ if (v1(0) < v2(0)) return true;
+ else if (v2(0) < v1(0)) return false;
+ else if (v1(1) < v2(1)) return true;
+ else if (v2(1) < v1(1)) return false;
+ else if (v1(2) < v2(2)) return true;
+ else if (v2(2) < v1(2)) return false;
+ else return (v1(3) < v2(3));
+}
+
+template<typename T>
+inline
+bool
+operator<=(const SGVec4<T>& v1, const SGVec4<T>& v2)
+{
+ if (v1(0) < v2(0)) return true;
+ else if (v2(0) < v1(0)) return false;
+ else if (v1(1) < v2(1)) return true;
+ else if (v2(1) < v1(1)) return false;
+ else if (v1(2) < v2(2)) return true;
+ else if (v2(2) < v1(2)) return false;
+ else return (v1(3) <= v2(3));
+}
+
+template<typename T>
+inline
+bool
+operator>(const SGVec4<T>& v1, const SGVec4<T>& v2)
+{ return operator<(v2, v1); }
+
+template<typename T>
+inline
+bool
+operator>=(const SGVec4<T>& v1, const SGVec4<T>& v2)
+{ return operator<=(v2, v1); }
+
/// Return true if equal to the relative tolerance tol
template<typename T>
inline
distSqr(const SGVec4<T>& v1, const SGVec4<T>& v2)
{ SGVec4<T> tmp = v1 - v2; return dot(tmp, tmp); }
+// calculate the projection of u along the direction of d.
+template<typename T>
+inline
+SGVec4<T>
+projection(const SGVec4<T>& u, const SGVec4<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
toVec4d(const SGVec4f& v)
{ return SGVec4d(v(0), v(1), v(2), v(3)); }
+#ifndef NO_OPENSCENEGRAPH_INTERFACE
+inline
+SGVec4d
+toSG(const osg::Vec4d& v)
+{ return SGVec4d(v[0], v[1], v[2], v[3]); }
+
+inline
+SGVec4f
+toSG(const osg::Vec4f& v)
+{ return SGVec4f(v[0], v[1], v[2], v[3]); }
+
+inline
+osg::Vec4d
+toOsg(const SGVec4d& v)
+{ return osg::Vec4d(v[0], v[1], v[2], v[3]); }
+
+inline
+osg::Vec4f
+toOsg(const SGVec4f& v)
+{ return osg::Vec4f(v[0], v[1], v[2], v[3]); }
+#endif
+
#endif