OpenSceneGraph/include/osg/Vec4ub
Robert Osfield 7dead3f52d From Paul Obermeier, "Please find enclosed some changed OSG header files.
The changes are more or less just beautifications
(when looked at them from the C++ view), but make
wrapping OSG with SWIG easier.
I have tested the changes with both 2.8.1-rc4 and the
current head and would appreciate to incorporate the
changes in both branches.

Here is a description of the changes:

osg/BoundingSphere:
   Use the following typedef (like used in BoundingBox)
       typedef typename VT::value_type value_type;
   instead of
       typedef typename vec_type::value_type value_type;

   SWIG reports errors on the latter construct.
   Also makes it consistent with BoundingBox.


osg/Vec4ub:
   Consistent use of "value_type" throughout the file.


osg/Vec?b:
   Consistent use of "value_type" throughout the files.

   Also changed
       typedef char value_type;
   to
       typedef signed char value_type;

   In the case of a simple "char", SWIG assumes a string.
   Using "signed char" instead of "char" does not change
   the behaviour of the class.
"
2009-05-18 10:37:03 +00:00

161 lines
4.9 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_VEC4UB
#define OSG_VEC4UB 1
#include <osg/Vec3>
namespace osg {
/** General purpose float quad.
* Uses include representation of color coordinates.
* No support yet added for float * Vec4ub - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec4ub * float is okay
*/
class Vec4ub
{
public:
/** Type of Vec class.*/
typedef unsigned char value_type;
/** Number of vector components. */
enum { num_components = 4 };
/** Vec member variable. */
value_type _v[4];
Vec4ub() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }
Vec4ub(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 Vec4ub& 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 Vec4ub& 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 Vec4ub& 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 r, value_type g, value_type b, value_type a)
{
_v[0]=r; _v[1]=g; _v[2]=b; _v[3]=a;
}
inline value_type& operator [] (unsigned int i) { return _v[i]; }
inline value_type operator [] (unsigned int i) const { return _v[i]; }
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 Vec4ub operator * (float rhs) const
{
Vec4ub col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec4ub& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
_v[2]=(value_type)((float)_v[2]*rhs);
_v[3]=(value_type)((float)_v[3]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec4ub operator / (float rhs) const
{
Vec4ub col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec4ub& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec4ub operator + (const Vec4ub& rhs) const
{
return Vec4ub(_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 Vec4ub& operator += (const Vec4ub& 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 Vec4ub operator - (const Vec4ub& rhs) const
{
return Vec4ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
}
/** Unary vector subtract. */
inline Vec4ub& operator -= (const Vec4ub& 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 Vec4ub
} // end of namespace osg
#endif