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James Turner schrieb:
> (following from my recent discovery that Point3D is archeology at  
> best...)
> 
> What is the 'best' type to be using in new code for Cartesian co- 
> ordinates? Not for rendering related things, where I assume osg::Vec3  
> is the way to go, but for other numerical work. In my case, fast  
> distance comparisons of FGPositioned.
> 
> SGVec3<double> seems like the obvious candidate, but it's a very  
> Spartan class - not much syntactic sugar to help with manipulating it.  
> I could submit patches to extend it, but I want to check that it's the  
> right class, and the right approach, before going down that path.
> 
> Maybe osg::Vec3 is also the way to go for all Cartesian coords?

FGFS is a mess when it comes to vector libraries. Back in my coding
times there were classes for it in use. They came from: PLIB, SimGear
and JSBSim. Now it seems OSG brings another lib as well...

My suggestion it totally different:
I've looked at the development of Eigen2 (http://eigen.tuxfamily.org/)
for a while. It has a very clear API, powerful linear algebra functions
and is extremely fast. As it uses expression templates it even has the
potential to be faster than any ordinary library.

=> My suggestion is to port all vector stuff to Eigen2 (a smooth
transition should be possible) and use it exclusively.

(Eigen2 doesn't have polar coordinates yet and doesn't offer our
advanced geographic calculations yet, but those should be easy to add...
Hey, if there's a consensus to port FGFS I offer to extend Eigen2 by
this functionality :)

CU,
Christian



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