OpenSceneGraph/include/osg/Vec3ui
2013-06-03 11:38:20 +00:00

121 lines
3.8 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_VEC3UI
#define OSG_VEC3UI 1
namespace osg {
/** General purpose integer triple
**/
class Vec3ui
{
public:
/** Type of Vec class.*/
typedef unsigned int value_type;
/** Number of vector components. */
enum { num_components = 3 };
/** Vec member varaible. */
value_type _v[3];
Vec3ui() { _v[0]=0; _v[1]=0; _v[2]=0; }
Vec3ui(value_type r, value_type g, value_type b) { _v[0]=r; _v[1]=g; _v[2]=b; }
inline bool operator == (const Vec3ui& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
inline bool operator != (const Vec3ui& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
inline bool operator < (const Vec3ui& 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 return (_v[2]<v._v[2]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set(value_type r, value_type g, value_type b)
{
_v[0]=r; _v[1]=g; _v[2]=b;
}
inline void set( const Vec3ui& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1]; _v[2]=rhs._v[2];
}
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 x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type z() const { return _v[2]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type& b() { return _v[2]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
inline value_type b() const { return _v[2]; }
/** Multiply by scalar. */
inline Vec3ui operator * (value_type rhs) const
{
return Vec3ui(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs);
}
inline Vec3ui operator / (value_type rhs) const
{
return Vec3ui(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs);
}
inline Vec3ui operator + (value_type rhs) const
{
return Vec3ui(_v[0]+rhs, _v[1]+rhs, _v[2]+rhs);
}
inline Vec3ui operator - (value_type rhs) const
{
return Vec3ui(_v[0]-rhs, _v[1]-rhs, _v[2]-rhs);
}
inline Vec3ui operator + (const Vec3ui& rhs) const
{
return Vec3ui(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2]);
}
inline Vec3ui operator - (const Vec3ui& rhs) const
{
return Vec3ui(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2]);
}
inline Vec3ui operator * (const Vec3ui& rhs) const
{
return Vec3ui(_v[0]*rhs._v[0], _v[1]*rhs._v[1], _v[2]*rhs._v[2]);
}
};
}
#endif