2012-03-22 01:36:20 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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2005-07-15 22:41:19 +08:00
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*
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2012-03-22 01:36:20 +08:00
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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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2005-07-15 22:41:19 +08:00
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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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2012-03-22 01:36:20 +08:00
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*
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2005-07-15 22:41:19 +08:00
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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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2012-03-22 01:36:20 +08:00
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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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#ifndef OSG_VEC4UB
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#define OSG_VEC4UB 1
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#include <osg/Vec3>
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namespace osg {
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/** General purpose float quad.
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* Uses include representation of color coordinates.
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* No support yet added for float * Vec4ub - is it necessary?
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* Need to define a non-member non-friend operator* etc.
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* Vec4ub * float is okay
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*/
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class Vec4ub
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{
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public:
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2010-09-16 18:33:51 +08:00
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/** Data type of vector components.*/
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typedef unsigned char value_type;
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/** Number of vector components. */
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enum { num_components = 4 };
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2007-12-11 01:30:18 +08:00
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/** Vec member variable. */
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value_type _v[4];
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2010-09-16 18:33:51 +08:00
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/** Constructor that sets all components of the vector to zero */
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Vec4ub() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
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Vec4ub(value_type x, value_type y, value_type z, value_type w)
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{
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_v[0]=x;
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_v[1]=y;
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_v[2]=z;
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_v[3]=w;
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}
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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]; }
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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]; }
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inline bool operator < (const Vec4ub& 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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2009-05-18 18:37:03 +08:00
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inline value_type* ptr() { return _v; }
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inline const value_type* ptr() const { return _v; }
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inline void set(value_type r, value_type g, value_type b, value_type 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 value_type& operator [] (unsigned int i) { return _v[i]; }
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inline value_type operator [] (unsigned int i) const { return _v[i]; }
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inline value_type& x() { return _v[0]; }
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inline value_type& y() { return _v[1]; }
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inline value_type& z() { return _v[2]; }
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inline value_type& w() { return _v[3]; }
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inline value_type x() const { return _v[0]; }
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inline value_type y() const { return _v[1]; }
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inline value_type z() const { return _v[2]; }
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inline value_type w() const { return _v[3]; }
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inline value_type& r() { return _v[0]; }
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inline value_type& g() { return _v[1]; }
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inline value_type& b() { return _v[2]; }
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inline value_type& a() { return _v[3]; }
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inline value_type r() const { return _v[0]; }
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inline value_type g() const { return _v[1]; }
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inline value_type b() const { return _v[2]; }
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inline value_type a() const { return _v[3]; }
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/** Multiply by scalar. */
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inline Vec4ub operator * (float rhs) const
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{
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Vec4ub 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 Vec4ub& operator *= (float rhs)
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{
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_v[0]=(value_type)((float)_v[0]*rhs);
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_v[1]=(value_type)((float)_v[1]*rhs);
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_v[2]=(value_type)((float)_v[2]*rhs);
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_v[3]=(value_type)((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 Vec4ub operator / (float rhs) const
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{
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Vec4ub 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 Vec4ub& 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 Vec4ub operator + (const Vec4ub& rhs) const
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{
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return Vec4ub(_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 Vec4ub& operator += (const Vec4ub& 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 Vec4ub operator - (const Vec4ub& rhs) const
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{
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return Vec4ub(_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 Vec4ub& operator -= (const Vec4ub& 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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2005-11-18 01:44:48 +08:00
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}; // end of class Vec4ub
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2005-11-18 01:44:48 +08:00
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} // end of namespace osg
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#endif
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