/* -*-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_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: /** Data type of vector components.*/ typedef signed char value_type; /** Number of vector components. */ enum { num_components = 4 }; value_type _v[4]; /** Constructor that sets all components of the vector to zero */ Vec4b() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; } Vec4b(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 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 value_type* ptr() { return _v; } inline const value_type* ptr() const { return _v; } inline void set( 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 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& w() { return _v[3]; } 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 w() const { return _v[3]; } 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 Vec4b operator * (float rhs) const { Vec4b col(*this); col *= rhs; return col; } /** Unary multiply by scalar. */ inline Vec4b& 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 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