OpenSceneGraph/include/osg/UByte4
Robert Osfield 12226e4371 Converted the instances of const built in types being returned from methods
and passed as paramters into straight forward non const built in types,
i.e. const bool foogbar(const int) becomes bool foobar(int).
2002-09-02 12:31:35 +00:00

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//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
#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