/usr/include/osg/Vec3ub is in libopenscenegraph-dev 3.2.1-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 | /* -*-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_VEC3UB
#define OSG_VEC3UB 1
namespace osg {
/** General purpose float triple.
* Uses include representation of color coordinates.
* No support yet added for float * Vec3ub - is it necessary?
* Need to define a non-member non-friend operator* etc.
* Vec3ub * float is okay
*/
class Vec3ub
{
public:
/** Data type of vector components.*/
typedef unsigned char value_type;
/** Number of vector components. */
enum { num_components = 3 };
value_type _v[3];
/** Constructor that sets all components of the vector to zero */
Vec3ub() { _v[0]=0; _v[1]=0; _v[2]=0; }
Vec3ub(value_type r, value_type g, value_type b) { _v[0]=r; _v[1]=g; _v[2]=b; }
inline bool operator == (const Vec3ub& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2]; }
inline bool operator != (const Vec3ub& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2]; }
inline bool operator < (const Vec3ub& 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 Vec3ub& 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 Vec3ub operator * (float rhs) const
{
Vec3ub col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec3ub& 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);
return *this;
}
/** Divide by scalar. */
inline Vec3ub operator / (float rhs) const
{
Vec3ub col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec3ub& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec3ub operator + (const Vec3ub& rhs) const
{
return Vec3ub(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec3ub& operator += (const Vec3ub& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
return *this;
}
/** Binary vector subtract. */
inline Vec3ub operator - (const Vec3ub& rhs) const
{
return Vec3ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2]);
}
/** Unary vector subtract. */
inline Vec3ub& operator -= (const Vec3ub& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
return *this;
}
}; // end of class Vec3ub
/** multiply by vector components. */
inline Vec3ub componentMultiply(const Vec3ub& lhs, const Vec3ub& rhs)
{
return Vec3ub(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2]);
}
/** divide rhs components by rhs vector components. */
inline Vec3ub componentDivide(const Vec3ub& lhs, const Vec3ub& rhs)
{
return Vec3ub(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2]);
}
} // end of namespace osg
#endif
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