assimp/include/aiColor4D.inl

141 lines
6.9 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
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following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
/** @file aiColor4D.inl
* @brief Inline implementation of aiColor4D operators
*/
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#include "aiColor4D.h"
#ifdef __cplusplus
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator += (const aiColor4D& o) {
r += o.r; g += o.g; b += o.b; a += o.a; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator -= (const aiColor4D& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator *= (float f) {
r *= f; g *= f; b *= f; a *= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE const aiColor4D& aiColor4D::operator /= (float f) {
r /= f; g /= f; b /= f; a /= f; return *this;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float aiColor4D::operator[](unsigned int i) const {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE float& aiColor4D::operator[](unsigned int i) {
return *(&r + i);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiColor4D::operator== (const aiColor4D& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool aiColor4D::operator!= (const aiColor4D& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / (const aiColor4D& v1, const aiColor4D& v2) {
return aiColor4D( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * ( float f, const aiColor4D& v) {
return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator * ( const aiColor4D& v, float f) {
return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / ( const aiColor4D& v, float f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator / ( float f,const aiColor4D& v) {
return aiColor4D(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + ( const aiColor4D& v, float f) {
return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - ( const aiColor4D& v, float f) {
return aiColor4D( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator + ( float f, const aiColor4D& v) {
return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE aiColor4D operator - ( float f, const aiColor4D& v) {
return aiColor4D( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
inline bool aiColor4D :: IsBlack() const {
// The alpha component doesn't care here. black is black.
static const float epsilon = 10e-3f;
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC