OpenSceneGraph/include/osg/Vec4b

153 lines
4.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_VEC4B
#define OSG_VEC4B 1
namespace osg {
/** General purpose float triple.
* Uses include representation of color coordinates.
* No support yet added for float * Vec4b - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec4b * float is okay
*/
class Vec4b
{
public:
// Methods are defined here so that they are implicitly inlined
Vec4b() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
Vec4b(char r, char g, char b, char a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
char _v[4];
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]; }
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]; }
inline bool operator < (const Vec4b& 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 char* ptr() { return _v; }
inline const char* ptr() const { return _v; }
inline void set(char r, char g, char b, char a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
inline char& operator [] (unsigned int i) { return _v[i]; }
inline char operator [] (unsigned int i) const { return _v[i]; }
inline char& r() { return _v[0]; }
inline char& g() { return _v[1]; }
inline char& b() { return _v[2]; }
inline char& a() { return _v[3]; }
inline char r() const { return _v[0]; }
inline char g() const { return _v[1]; }
inline char b() const { return _v[2]; }
inline char a() const { return _v[3]; }
/** Multiply by scalar. */
inline Vec4b operator * (float rhs) const
{
Vec4b col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec4b& operator *= (float rhs)
{
_v[0]=(char)((float)_v[0]*rhs);
_v[1]=(char)((float)_v[1]*rhs);
_v[2]=(char)((float)_v[2]*rhs);
_v[3]=(char)((float)_v[3]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec4b operator / (float rhs) const
{
Vec4b col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec4b& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec4b operator + (const Vec4b& rhs) const
{
return Vec4b(_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 Vec4b& operator += (const Vec4b& 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 Vec4b operator - (const Vec4b& rhs) const
{
return Vec4b(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3]);
}
/** Unary vector subtract. */
inline Vec4b& operator -= (const Vec4b& 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 Vec4b
} // end of namespace osg
#endif