OpenSceneGraph/include/osg/UByte4

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2002-07-17 04:07:32 +08:00
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_UBYTE4
2002-08-17 15:34:11 +08:00
#define OSG_UBYTE4 1
#include <osg/Vec3>
#include <iostream>
namespace osg {
/** General purpose float quad, uses include representation
of colour coordinates.
No support yet added for float * UByte4 - is it necessary?
Need to define a non-member non-friend operator* etc.
UByte4 * float is okay
*/
class UByte4
{
public:
// Methods are defined here so that they are implicitly inlined
UByte4() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0;}
UByte4(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
unsigned char _v[4];
inline bool operator == (const UByte4& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
inline bool operator != (const UByte4& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
inline bool operator < (const UByte4& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else if (_v[1]<v._v[1]) return true;
else if (_v[1]>v._v[1]) return false;
else if (_v[2]<v._v[2]) return true;
else if (_v[2]>v._v[2]) return false;
else return (_v[3]<v._v[3]);
}
inline unsigned char* ptr() { return _v; }
inline const unsigned char* ptr() const { return _v; }
inline void set(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
inline unsigned char& operator [] (unsigned int i) { return _v[i]; }
inline unsigned char operator [] (unsigned int i) const { return _v[i]; }
inline unsigned char& r() { return _v[0]; }
inline unsigned char& g() { return _v[1]; }
inline unsigned char& b() { return _v[2]; }
inline unsigned char& a() { return _v[3]; }
inline unsigned char r() const { return _v[0]; }
inline unsigned char g() const { return _v[1]; }
inline unsigned char b() const { return _v[2]; }
inline unsigned char a() const { return _v[3]; }
/// multiply by scalar
inline UByte4 operator * (float rhs) const
{
UByte4 col(*this);
col *= rhs;
return col;
}
/// unary multiply by scalar
inline UByte4& operator *= (float rhs)
{
_v[0]=(unsigned char)((float)_v[0]*rhs);
_v[1]=(unsigned char)((float)_v[1]*rhs);
_v[2]=(unsigned char)((float)_v[2]*rhs);
_v[3]=(unsigned char)((float)_v[3]*rhs);
return *this;
}
/// divide by scalar
inline UByte4 operator / (float rhs) const
{
UByte4 col(*this);
col /= rhs;
return col;
}
/// unary divide by scalar
inline UByte4& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/// binary vector add
inline UByte4 operator + (const UByte4& rhs) const
{
return UByte4(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
}
/** unary vector add. Slightly more efficient because no temporary
intermediate object*/
inline UByte4& operator += (const UByte4& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
_v[3] += rhs._v[3];
return *this;
}
/// binary vector subtract
inline UByte4 operator - (const UByte4& rhs) const
{
return UByte4(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
}
/// unary vector subtract
inline UByte4& operator -= (const UByte4& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
_v[3]-=rhs._v[3];
return *this;
}
friend inline std::ostream& operator << (std::ostream& output, const UByte4& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
}; // end of class UByte4
} // end of namespace osg
#endif