127 lines
4.2 KiB
C++
127 lines
4.2 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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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#ifndef OSG_VEC4UI
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#define OSG_VEC4UI 1
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namespace osg {
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/** General purpose integer quad
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**/
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class Vec4ui
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{
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public:
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/** Type of Vec class.*/
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typedef unsigned int value_type;
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/** Number of vector components. */
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enum { num_components = 4 };
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/** Vec member variable. */
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value_type _v[4];
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Vec4ui() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
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Vec4ui(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 Vec4ui& 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 Vec4ui& 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 Vec4ui& 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 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 x, value_type y, value_type z, value_type w)
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{
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_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
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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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inline Vec4ui operator * (value_type rhs) const
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{
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return Vec4ui(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
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}
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inline Vec4ui operator / (value_type rhs) const
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{
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return Vec4ui(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
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}
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inline Vec4ui operator + (value_type rhs) const
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{
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return Vec4ui(_v[0]+rhs, _v[1]+rhs, _v[2]+rhs, _v[3]+rhs);
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}
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inline Vec4ui operator - (value_type rhs) const
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{
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return Vec4ui(_v[0]-rhs, _v[1]-rhs, _v[2]-rhs, _v[3]-rhs);
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}
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inline Vec4ui operator + (const Vec4ui& rhs) const
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{
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return Vec4ui(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2], _v[3]+rhs._v[3]);
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}
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inline Vec4ui operator - (const Vec4ui& rhs) const
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{
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return Vec4ui(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2], _v[3]-rhs._v[3]);
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}
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inline Vec4ui operator * (const Vec4ui& rhs) const
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{
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return Vec4ui(_v[0]*rhs._v[0], _v[1]*rhs._v[1], _v[2]*rhs._v[2], _v[3]*rhs._v[3]);
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}
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};
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}
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#endif
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