/usr/include/osg/Vec2ub is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
This file is owned by root:root, with mode 0o644.
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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 | /* -*-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_VEC2UB
#define OSG_VEC2UB 1
namespace osg {
/** General purpose unsigned byte pair.
*/
class Vec2ub
{
public:
/** Data type of vector components.*/
typedef unsigned char value_type;
/** Number of vector components. */
enum { num_components = 2 };
/** Vec member variable. */
value_type _v[2];
/** Constructor that sets all components of the vector to zero */
Vec2ub() { _v[0]=0; _v[1]=0; }
Vec2ub(value_type r, value_type g) { _v[0]=r; _v[1]=g; }
inline bool operator == (const Vec2ub& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1]; }
inline bool operator != (const Vec2ub& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1]; }
inline bool operator < (const Vec2ub& v) const
{
if (_v[0]<v._v[0]) return true;
else if (_v[0]>v._v[0]) return false;
else return (_v[1]<v._v[1]);
}
inline value_type* ptr() { return _v; }
inline const value_type* ptr() const { return _v; }
inline void set( value_type x, value_type y)
{
_v[0]=x; _v[1]=y;
}
inline void set( const Vec2ub& rhs)
{
_v[0]=rhs._v[0]; _v[1]=rhs._v[1];
}
inline value_type& operator [] (int i) { return _v[i]; }
inline value_type operator [] (int i) const { return _v[i]; }
inline value_type& x() { return _v[0]; }
inline value_type& y() { return _v[1]; }
inline value_type x() const { return _v[0]; }
inline value_type y() const { return _v[1]; }
inline value_type& r() { return _v[0]; }
inline value_type& g() { return _v[1]; }
inline value_type r() const { return _v[0]; }
inline value_type g() const { return _v[1]; }
/** Multiply by scalar. */
inline Vec2ub operator * (float rhs) const
{
Vec2ub col(*this);
col *= rhs;
return col;
}
/** Unary multiply by scalar. */
inline Vec2ub& operator *= (float rhs)
{
_v[0]=(value_type)((float)_v[0]*rhs);
_v[1]=(value_type)((float)_v[1]*rhs);
return *this;
}
/** Divide by scalar. */
inline Vec2ub operator / (float rhs) const
{
Vec2ub col(*this);
col /= rhs;
return col;
}
/** Unary divide by scalar. */
inline Vec2ub& operator /= (float rhs)
{
float div = 1.0f/rhs;
*this *= div;
return *this;
}
/** Binary vector add. */
inline Vec2ub operator + (const Vec2ub& rhs) const
{
return Vec2ub(_v[0]+rhs._v[0], _v[1]+rhs._v[1]);
}
/** Unary vector add. Slightly more efficient because no temporary
* intermediate object.
*/
inline Vec2ub& operator += (const Vec2ub& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
return *this;
}
/** Binary vector subtract. */
inline Vec2ub operator - (const Vec2ub& rhs) const
{
return Vec2ub(_v[0]-rhs._v[0], _v[1]-rhs._v[1]);
}
/** Unary vector subtract. */
inline Vec2ub& operator -= (const Vec2ub& rhs)
{
_v[0]-=rhs._v[0];
_v[1]-=rhs._v[1];
return *this;
}
}; // end of class Vec2ub
/** multiply by vector components. */
inline Vec2ub componentMultiply(const Vec2ub& lhs, const Vec2ub& rhs)
{
return Vec2ub(lhs[0]*rhs[0], lhs[1]*rhs[1]);
}
/** divide rhs components by rhs vector components. */
inline Vec2ub componentDivide(const Vec2ub& lhs, const Vec2ub& rhs)
{
return Vec2ub(lhs[0]/rhs[0], lhs[1]/rhs[1]);
}
} // end of namespace osg
#endif
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