root/OpenSceneGraph/trunk/include/osg/Vec4ub @ 13041

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#ifndef OSG_VEC4UB
15#define OSG_VEC4UB 1
16
17#include <osg/Vec3>
18
19namespace osg {
20
21/** General purpose float quad.
22  * Uses include representation of color coordinates.
23  * No support yet added for float * Vec4ub - is it necessary?
24  * Need to define a non-member non-friend operator*  etc.
25  * Vec4ub * float is okay
26*/
27class Vec4ub
28{
29    public:
30
31        /** Data type of vector components.*/
32        typedef unsigned char value_type;
33
34        /** Number of vector components. */
35        enum { num_components = 4 };
36
37        /** Vec member variable. */
38        value_type _v[4];
39
40        /** Constructor that sets all components of the vector to zero */
41        Vec4ub() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
42
43        Vec4ub(value_type x, value_type y, value_type z, value_type w)
44        {
45            _v[0]=x;
46            _v[1]=y;
47            _v[2]=z;
48            _v[3]=w;
49        }
50
51        inline bool operator == (const Vec4ub& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
52
53        inline bool operator != (const Vec4ub& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
54
55        inline bool operator <  (const Vec4ub& v) const
56        {
57            if (_v[0]<v._v[0]) return true;
58            else if (_v[0]>v._v[0]) return false;
59            else if (_v[1]<v._v[1]) return true;
60            else if (_v[1]>v._v[1]) return false;
61            else if (_v[2]<v._v[2]) return true;
62            else if (_v[2]>v._v[2]) return false;
63            else return (_v[3]<v._v[3]);
64        }
65
66        inline value_type* ptr() { return _v; }
67        inline const value_type* ptr() const { return _v; }
68
69        inline void set(value_type r, value_type g, value_type b, value_type a)
70        {
71            _v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
72        }
73
74        inline value_type& operator [] (unsigned int i) { return _v[i]; }
75        inline value_type operator [] (unsigned int i) const { return _v[i]; }
76
77        inline value_type& r() { return _v[0]; }
78        inline value_type& g() { return _v[1]; }
79        inline value_type& b() { return _v[2]; }
80        inline value_type& a() { return _v[3]; }
81
82        inline value_type r() const { return _v[0]; }
83        inline value_type g() const { return _v[1]; }
84        inline value_type b() const { return _v[2]; }
85        inline value_type a() const { return _v[3]; }
86
87        /** Multiply by scalar. */
88        inline Vec4ub operator * (float rhs) const
89        {
90            Vec4ub col(*this);
91            col *= rhs;
92            return col;
93        }
94
95        /** Unary multiply by scalar. */
96        inline Vec4ub& operator *= (float rhs)
97        {
98            _v[0]=(value_type)((float)_v[0]*rhs);
99            _v[1]=(value_type)((float)_v[1]*rhs);
100            _v[2]=(value_type)((float)_v[2]*rhs);
101            _v[3]=(value_type)((float)_v[3]*rhs);
102            return *this;
103        }
104
105        /** Divide by scalar. */
106        inline Vec4ub operator / (float rhs) const
107        {
108            Vec4ub col(*this);
109            col /= rhs;
110            return col;
111        }
112
113        /** Unary divide by scalar. */
114        inline Vec4ub& operator /= (float rhs)
115        {
116            float div = 1.0f/rhs;
117            *this *= div;
118            return *this;
119        }
120
121        /** Binary vector add. */
122        inline Vec4ub operator + (const Vec4ub& rhs) const
123        {
124            return Vec4ub(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
125                        _v[2]+rhs._v[2], _v[3]+rhs._v[3]);
126        }
127
128        /** Unary vector add. Slightly more efficient because no temporary
129          * intermediate object.
130        */
131        inline Vec4ub& operator += (const Vec4ub& rhs)
132        {
133            _v[0] += rhs._v[0];
134            _v[1] += rhs._v[1];
135            _v[2] += rhs._v[2];
136            _v[3] += rhs._v[3];
137            return *this;
138        }
139
140        /** Binary vector subtract. */
141        inline Vec4ub operator - (const Vec4ub& rhs) const
142        {
143            return Vec4ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
144                        _v[2]-rhs._v[2], _v[3]-rhs._v[3] );
145        }
146
147        /** Unary vector subtract. */
148        inline Vec4ub& operator -= (const Vec4ub& rhs)
149        {
150            _v[0]-=rhs._v[0];
151            _v[1]-=rhs._v[1];
152            _v[2]-=rhs._v[2];
153            _v[3]-=rhs._v[3];
154            return *this;
155        }
156
157};    // end of class Vec4ub
158
159}    // end of namespace osg
160
161#endif
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