Renamed Byte2,3,4 and Short2,3,4 and UByte4 to use the Vec*b, Vec*s and Vec4ub form

This commit is contained in:
Robert Osfield
2005-07-15 14:41:19 +00:00
parent 0c7f228224
commit d35ea68f3e
28 changed files with 594 additions and 549 deletions

View File

@@ -14,138 +14,13 @@
#ifndef OSG_UBYTE4
#define OSG_UBYTE4 1
#include <osg/Vec3>
#include <osg/Vec4ub>
namespace osg {
/** General purpose float quad.
* Uses include representation of color 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;
}
}; // end of class UByte4
#ifdef USE_DEPRECATED_API
typedef UByte4 Vec4ub;
#endif
} // end of namespace osg