/usr/include/osg/io_utils is in libopenscenegraph-dev 3.2.0~rc1-4.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 | /* -*-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_IO_UTILS
#define OSG_IO_UTILS 1
#include <ostream>
#include <istream>
#include <osg/Vec4d>
#include <osg/Vec4ub>
#include <osg/Vec2b>
#include <osg/Vec3b>
#include <osg/Vec4b>
#include <osg/Vec2s>
#include <osg/Vec3s>
#include <osg/Vec4s>
#include <osg/Matrixf>
#include <osg/Matrixd>
#include <osg/Plane>
namespace osg {
//////////////////////////////////////////////////////////////////////////
// Vec2f streaming operators
inline std::ostream& operator << (std::ostream& output, const Vec2f& vec)
{
output << vec._v[0] << " " << vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2f& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2d& vec)
{
output << vec._v[0] << " " << vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2d& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3f steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3f& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3f& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1] >> std::ws >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3d& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3d& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1] >> std::ws >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3f steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4f& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4f& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4d steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4d& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4d& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2b& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3b& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1] >> std::ws >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4b steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4b& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4b& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec2s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec2s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec2s& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec3s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec3s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec3s& vec)
{
input >> vec._v[0] >> std::ws >> vec._v[1] >> std::ws >> vec._v[2];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Vec4s steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4s& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4s& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Matrixf steaming operators.
inline std::ostream& operator<< (std::ostream& os, const Matrixf& m )
{
os << "{"<<std::endl;
for(int row=0; row<4; ++row) {
os << "\t";
for(int col=0; col<4; ++col)
os << m(row,col) << " ";
os << std::endl;
}
os << "}" << std::endl;
return os;
}
//////////////////////////////////////////////////////////////////////////
// Matrixd steaming operators.
inline std::ostream& operator<< (std::ostream& os, const Matrixd& m )
{
os << "{"<<std::endl;
for(int row=0; row<4; ++row) {
os << "\t";
for(int col=0; col<4; ++col)
os << m(row,col) << " ";
os << std::endl;
}
os << "}" << std::endl;
return os;
}
//////////////////////////////////////////////////////////////////////////
// Vec4ub steaming operators.
inline std::ostream& operator << (std::ostream& output, const Vec4ub& vec)
{
output << (int)vec._v[0] << " "
<< (int)vec._v[1] << " "
<< (int)vec._v[2] << " "
<< (int)vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Vec4ub& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Quat steaming operators.
inline std::ostream& operator << (std::ostream& output, const Quat& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Quat& vec)
{
input >> vec._v[0] >> std::ws
>> vec._v[1] >> std::ws
>> vec._v[2] >> std::ws
>> vec._v[3];
return input;
}
//////////////////////////////////////////////////////////////////////////
// Plane steaming operators.
inline std::ostream& operator << (std::ostream& output, const Plane& pl)
{
output << pl[0] << " "
<< pl[1] << " "
<< pl[2] << " "
<< pl[3];
return output; // to enable cascading
}
inline std::istream& operator >> (std::istream& input, Plane& vec)
{
input >> vec[0] >> std::ws
>> vec[1] >> std::ws
>> vec[2] >> std::ws
>> vec[3];
return input;
}
} // end of namespace osg
#endif
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