2005-07-05 23:57:53 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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2005-07-15 22:41:19 +08:00
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#ifndef OSG_VEC4B
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#define OSG_VEC4B 1
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2005-07-05 23:57:53 +08:00
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namespace osg {
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/** General purpose float triple.
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* Uses include representation of color coordinates.
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2005-07-15 22:41:19 +08:00
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* No support yet added for float * Vec4b - is it necessary?
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2005-07-05 23:57:53 +08:00
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* Need to define a non-member non-friend operator* etc.
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2005-07-15 22:41:19 +08:00
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* Vec4b * float is okay
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2005-07-05 23:57:53 +08:00
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*/
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2005-07-15 22:41:19 +08:00
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class Vec4b
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{
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public:
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// Methods are defined here so that they are implicitly inlined
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2005-07-15 22:41:19 +08:00
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Vec4b() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
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2005-07-05 23:57:53 +08:00
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2005-07-15 22:41:19 +08:00
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Vec4b(char r, char g, char b, char a)
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{
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_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
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}
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char _v[4];
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2005-07-15 22:41:19 +08:00
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inline bool operator == (const Vec4b& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
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2005-07-15 22:41:19 +08:00
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inline bool operator != (const Vec4b& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
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2005-07-15 22:41:19 +08:00
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inline bool operator < (const Vec4b& v) const
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{
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if (_v[0]<v._v[0]) return true;
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else if (_v[0]>v._v[0]) return false;
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else if (_v[1]<v._v[1]) return true;
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else if (_v[1]>v._v[1]) return false;
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else if (_v[2]<v._v[2]) return true;
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else if (_v[2]>v._v[2]) return false;
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else return (_v[3]<v._v[3]);
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}
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inline char* ptr() { return _v; }
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inline const char* ptr() const { return _v; }
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inline void set(char r, char g, char b, char a)
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{
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_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
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}
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inline char& operator [] (unsigned int i) { return _v[i]; }
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inline char operator [] (unsigned int i) const { return _v[i]; }
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inline char& r() { return _v[0]; }
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inline char& g() { return _v[1]; }
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inline char& b() { return _v[2]; }
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inline char& a() { return _v[3]; }
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inline char r() const { return _v[0]; }
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inline char g() const { return _v[1]; }
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inline char b() const { return _v[2]; }
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inline char a() const { return _v[3]; }
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/** Multiply by scalar. */
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inline Vec4b operator * (float rhs) const
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{
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Vec4b col(*this);
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col *= rhs;
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return col;
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}
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/** Unary multiply by scalar. */
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inline Vec4b& operator *= (float rhs)
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{
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_v[0]=(char)((float)_v[0]*rhs);
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_v[1]=(char)((float)_v[1]*rhs);
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_v[2]=(char)((float)_v[2]*rhs);
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_v[3]=(char)((float)_v[3]*rhs);
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return *this;
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}
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/** Divide by scalar. */
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inline Vec4b operator / (float rhs) const
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{
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Vec4b col(*this);
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col /= rhs;
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return col;
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}
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/** Unary divide by scalar. */
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inline Vec4b& operator /= (float rhs)
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{
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float div = 1.0f/rhs;
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*this *= div;
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return *this;
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}
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/** Binary vector add. */
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inline Vec4b operator + (const Vec4b& rhs) const
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{
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return Vec4b(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
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_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
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}
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/** Unary vector add. Slightly more efficient because no temporary
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* intermediate object.
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*/
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inline Vec4b& operator += (const Vec4b& rhs)
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{
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_v[0] += rhs._v[0];
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_v[1] += rhs._v[1];
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_v[2] += rhs._v[2];
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_v[3] += rhs._v[3];
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return *this;
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}
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/** Binary vector subtract. */
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inline Vec4b operator - (const Vec4b& rhs) const
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{
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return Vec4b(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
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_v[2]-rhs._v[2], _v[3]-rhs._v[3]);
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}
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/** Unary vector subtract. */
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inline Vec4b& operator -= (const Vec4b& rhs)
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{
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_v[0]-=rhs._v[0];
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_v[1]-=rhs._v[1];
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_v[2]-=rhs._v[2];
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_v[3]-=rhs._v[3];
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return *this;
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}
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2005-07-15 22:41:19 +08:00
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}; // end of class Vec4b
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} // end of namespace osg
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#endif
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