OpenSceneGraph/include/osg/Vec4us

187 lines
5.9 KiB
C++

/* -*-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_VEC4US
#define OSG_VEC4US 1
namespace osg {
/** General purpose float quad. Uses include representation
* of color coordinates.
* No support yet added for float * Vec4us - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec4us * float is okay
*/
class Vec4us
{
public:
/** Data type of vector components.*/
typedef unsigned short value_type;
/** Number of vector components. */
enum { num_components = 4 };
/** Vec member variable. */
value_type _v[4];
/** Constructor that sets all components of the vector to zero */
Vec4us() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
Vec4us(value_type x, value_type y, value_type z, value_type w)
{
_v[0]=x;
_v[1]=y;
_v[2]=z;
_v[3]=w;
}
inline bool operator == (const Vec4us& 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 Vec4us& 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 Vec4us& 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 value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y, value_type z, value_type w)
{
_v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
}
inline value_type& operator [] (unsigned int i) { return _v[i]; }
inline value_type operator [] (unsigned int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type& z() { return _v[2]; }
inline value_type& w() { return _v[3]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type z() const { return _v[2]; }
inline value_type w() const { return _v[3]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type& b() { return _v[2]; }
inline value_type& a() { return _v[3]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
inline value_type b() const { return _v[2]; }
inline value_type a() const { return _v[3]; }
/** Multiply by scalar. */
inline Vec4us operator * (value_type rhs) const
{
return Vec4us(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
}
/** Unary multiply by scalar. */
inline Vec4us& operator *= (value_type rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
_v[2]*=rhs;
_v[3]*=rhs;
return *this;
}
/** Divide by scalar. */
inline Vec4us operator / (value_type rhs) const
{
return Vec4us(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
}
/** Unary divide by scalar. */
inline Vec4us& operator /= (value_type rhs)
{
_v[0]/=rhs;
_v[1]/=rhs;
_v[2]/=rhs;
_v[3]/=rhs;
return *this;
}
/** Binary vector multiply. */
inline Vec4us operator * (const Vec4us& rhs) const
{
return Vec4us(_v[0]*rhs._v[0], _v[1]*rhs._v[1],
_v[2]*rhs._v[2], _v[3]*rhs._v[3]);
}
/** Binary vector add. */
inline Vec4us operator + (const Vec4us& rhs) const
{
return Vec4us(_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 Vec4us& operator += (const Vec4us& 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 Vec4us operator - (const Vec4us& rhs) const
{
return Vec4us(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
}
/** Unary vector subtract. */
inline Vec4us& operator -= (const Vec4us& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
_v[3]-=rhs._v[3];
return *this;
}
}; // end of class Vec4us
/** multiply by vector components. */
inline Vec4us componentMultiply(const Vec4us& lhs, const Vec4us& rhs)
{
return Vec4us(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2], lhs[3]*rhs[3]);
}
/** divide rhs components by rhs vector components. */
inline Vec4us componentDivide(const Vec4us& lhs, const Vec4us& rhs)
{
return Vec4us(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2], lhs[3]/rhs[3]);
}
} // end of namespace osg
#endif