/usr/include/fox-1.6/FXVec3d.h is in libfox-1.6-dev 1.6.50-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 | /********************************************************************************
* *
* D o u b l e - P r e c i s i o n 3 - E l e m e n t V e c t o r *
* *
*********************************************************************************
* Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* 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. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXVec3d.h,v 1.22 2006/01/22 17:58:12 fox Exp $ *
********************************************************************************/
#ifndef FXVEC3D_H
#define FXVEC3D_H
namespace FX {
class FXMat3d;
class FXMat4d;
/// Double-precision 3-element vector
class FXAPI FXVec3d {
public:
FXdouble x;
FXdouble y;
FXdouble z;
public:
/// Default constructor
FXVec3d(){}
/// Initialize from another vector
FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;}
/// Initialize from array of doubles
FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];}
/// Initialize with components
FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;}
/// Initialize with color
FXVec3d(FXColor color);
/// Return a non-const reference to the ith element
FXdouble& operator[](FXint i){return (&x)[i];}
/// Return a const reference to the ith element
const FXdouble& operator[](FXint i) const {return (&x)[i];}
/// Assign color
FXVec3d& operator=(FXColor color);
/// Assignment
FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
/// Assignment from array of doubles
FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
/// Set value from another vector
FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
/// Set value from array of floats
FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
/// Set value from components
FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;}
/// Assigning operators
FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;}
FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;}
FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;}
FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;}
/// Conversions
operator FXdouble*(){return &x;}
operator const FXdouble*() const {return &x;}
operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);}
operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);}
/// Convert to color
operator FXColor() const;
/// Unary
FXVec3d operator+() const { return *this; }
FXVec3d operator-() const { return FXVec3d(-x,-y,-z); }
/// Vector and vector
FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); }
FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); }
/// Vector and matrix
FXVec3d operator*(const FXMat3d& m) const;
FXVec3d operator*(const FXMat4d& m) const;
/// Scaling
friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n);
friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a);
friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n);
friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a);
/// Dot product
FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; }
/// Cross product
FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); }
/// Test if zero
bool operator!() const { return x==0.0 && y==0.0 && z==0.0; }
/// Equality tests
bool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; }
bool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; }
friend inline bool operator==(const FXVec3d& a,FXdouble n);
friend inline bool operator!=(const FXVec3d& a,FXdouble n);
friend inline bool operator==(FXdouble n,const FXVec3d& a);
friend inline bool operator!=(FXdouble n,const FXVec3d& a);
/// Inequality tests
bool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; }
bool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; }
bool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; }
bool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; }
friend inline bool operator<(const FXVec3d& a,FXdouble n);
friend inline bool operator<=(const FXVec3d& a,FXdouble n);
friend inline bool operator>(const FXVec3d& a,FXdouble n);
friend inline bool operator>=(const FXVec3d& a,FXdouble n);
friend inline bool operator<(FXdouble n,const FXVec3d& a);
friend inline bool operator<=(FXdouble n,const FXVec3d& a);
friend inline bool operator>(FXdouble n,const FXVec3d& a);
friend inline bool operator>=(FXdouble n,const FXVec3d& a);
/// Length and square of length
FXdouble length2() const { return x*x+y*y+z*z; }
FXdouble length() const { return sqrt(length2()); }
/// Clamp values of vector between limits
FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;}
/// Lowest or highest components
friend inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b);
friend inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b);
/// Compute normal from three points a,b,c
friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
/// Compute approximate normal from four points a,b,c,d
friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
/// Normalize vector
friend FXAPI FXVec3d normalize(const FXVec3d& v);
/// Save vector to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
/// Load vector from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
};
inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);}
inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);}
inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);}
inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);}
inline bool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;}
inline bool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;}
inline bool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;}
inline bool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;}
inline bool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;}
inline bool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;}
inline bool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;}
inline bool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;}
inline bool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;}
inline bool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;}
inline bool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;}
inline bool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;}
inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));}
inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));}
extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
extern FXAPI FXVec3d normalize(const FXVec3d& v);
extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
}
#endif
|