OpenSceneGraph/include/osg/io_utils

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_IO_UTILS
#define OSG_IO_UTILS 1
#include <ostream>
#include <istream>
#include <osg/Vec4d>
#include <osg/Vec4ub>
#include <osg/Vec2b>
#include <osg/Vec3b>
#include <osg/Vec4b>
#include <osg/Vec2s>
#include <osg/Vec3s>
#include <osg/Vec4s>
#include <osg/Matrixf>
#include <osg/Matrixd>
#include <osg/Plane>
namespace osg {
//////////////////////////////////////////////////////////////////////////
// Vec2f streaming operators
inline std::ostream& operator << (std::ostream& output, const Vec2f& vec)
{
output << vec._v[0] << " " << vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2f& vec)
{
input >> vec._v[0] >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2d& vec)
{
output << vec._v[0] << " " << vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2d& vec)
{
input >> vec._v[0] >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3f steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3f& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3f& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3d& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3d& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3f steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4f& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4f& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4d& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4d& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2b& vec)
{
input >> vec._v[0] >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3b& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4b& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2s& vec)
{
input >> vec._v[0] >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3s& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4s& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Matrixf steaming operators.
inline std::ostream& operator<< (std::ostream& os, const Matrixf& m )
{
os << "{"<<std::endl;
for(int row=0; row<4; ++row) {
os << "\t";
for(int col=0; col<4; ++col)
os << m(row,col) << " ";
os << std::endl;
}
os << "}" << std::endl;
return os;
}
//////////////////////////////////////////////////////////////////////////
// Matrixd steaming operators.
inline std::ostream& operator<< (std::ostream& os, const Matrixd& m )
{
os << "{"<<std::endl;
for(int row=0; row<4; ++row) {
os << "\t";
for(int col=0; col<4; ++col)
os << m(row,col) << " ";
os << std::endl;
}
os << "}" << std::endl;
return os;
}
//////////////////////////////////////////////////////////////////////////
// Vec4ub steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4ub& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
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return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4ub& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Quat steaming operators.
inline std::ostream& operator << (std::ostream& output, const Quat& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Quat& vec)
{
input >> vec._v[0] >> vec._v[1] >> vec._v[2] >> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Plane steaming operators.
inline std::ostream& operator << (std::ostream& output, const Plane& pl)
{
output << pl[0] << " "
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<< pl[1] << " "
<< pl[2] << " "
<< pl[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Plane& vec)
{
input >> vec[0] >> vec[1] >> vec[2] >> vec[3];
return input;
}
} // end of namespace osg
#endif