OpenSceneGraph/include/osg/Vec2ub

155 lines
4.4 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_VEC2UB
#define OSG_VEC2UB 1
namespace osg {
/** General purpose unsigned byte pair.
*/
class Vec2ub
{
public:
/** Data type of vector components.*/
typedef unsigned char value_type;
/** Number of vector components. */
enum { num_components = 2 };
/** Vec member variable. */
value_type _v[2];
/** Constructor that sets all components of the vector to zero */
Vec2ub() { _v[0]=0; _v[1]=0; }
Vec2ub(value_type r, value_type g) { _v[0]=r; _v[1]=g; }
inline bool operator == (const Vec2ub& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; }
inline bool operator != (const Vec2ub& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1]; }
inline bool operator < (const Vec2ub& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else return (_v[1]<v._v[1]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y)
{
_v[0]=x; _v[1]=y;
}
inline void set( const Vec2ub& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1];
}
inline value_type& operator [] (int i) { return _v[i]; }
inline value_type operator [] (int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
/** Multiply by scalar. */
inline Vec2ub operator * (float rhs) const
{
Vec2ub col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec2ub& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec2ub operator / (float rhs) const
{
Vec2ub col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec2ub& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec2ub operator + (const Vec2ub& rhs) const
{
return Vec2ub(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec2ub& operator += (const Vec2ub& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
return *this;
}
/** Binary vector subtract. */
inline Vec2ub operator - (const Vec2ub& rhs) const
{
return Vec2ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
}
/** Unary vector subtract. */
inline Vec2ub& operator -= (const Vec2ub& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
return *this;
}
}; // end of class Vec2ub
/** multiply by vector components. */
inline Vec2ub componentMultiply(const Vec2ub& lhs, const Vec2ub& rhs)
{
return Vec2ub(lhs[0]*rhs[0], lhs[1]*rhs[1]);
}
/** divide rhs components by rhs vector components. */
inline Vec2ub componentDivide(const Vec2ub& lhs, const Vec2ub& rhs)
{
return Vec2ub(lhs[0]/rhs[0], lhs[1]/rhs[1]);
}
} // end of namespace osg
#endif