/* -*-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_VEC4UI
#define OSG_VEC4UI        1

namespace osg {

/** General purpose integer quad
**/
class Vec4ui
{
    public:

        /** Type of Vec class.*/
        typedef unsigned int value_type;

        /** Number of vector components. */
        enum { num_components = 4 };
        
        /** Vec member variable. */
        value_type _v[4];

        Vec4ui() { _v[0]=0; _v[1]=0; _v[2]=0; _v[3]=0; }

        Vec4ui(value_type x, value_type y, value_type z, value_type w)
        {
            _v[0]=x;
            _v[1]=y;
            _v[2]=z;
            _v[3]=w;
        }

        inline bool operator == (const Vec4ui& 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 Vec4ui& 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 Vec4ui& 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 value_type* ptr() { return _v; }
        inline const value_type* ptr() const { return _v; }

        inline void set( value_type x, value_type y, value_type z, value_type w)
        {
            _v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
        }

        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& w() { return _v[3]; }

        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 w() const { return _v[3]; }

        inline value_type& r() { return _v[0]; }
        inline value_type& g() { return _v[1]; }
        inline value_type& b() { return _v[2]; }
        inline value_type& a() { return _v[3]; }

        inline value_type r() const { return _v[0]; }
        inline value_type g() const { return _v[1]; }
        inline value_type b() const { return _v[2]; }
        inline value_type a() const { return _v[3]; }

        inline Vec4ui operator * (value_type rhs) const
        {
            return Vec4ui(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
        }

        inline Vec4ui operator / (value_type rhs) const
        {
            return Vec4ui(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
        }

        inline Vec4ui operator + (value_type rhs) const
        {
            return Vec4ui(_v[0]+rhs, _v[1]+rhs, _v[2]+rhs, _v[3]+rhs);
        }

        inline Vec4ui operator - (value_type rhs) const
        {
            return Vec4ui(_v[0]-rhs, _v[1]-rhs, _v[2]-rhs, _v[3]-rhs);
        }

        inline Vec4ui operator + (const Vec4ui& rhs) const
        {
            return Vec4ui(_v[0]+rhs._v[0], _v[1]+rhs._v[1], _v[2]+rhs._v[2], _v[3]+rhs._v[3]);
        }

        inline Vec4ui operator - (const Vec4ui& rhs) const
        {
            return Vec4ui(_v[0]-rhs._v[0], _v[1]-rhs._v[1], _v[2]-rhs._v[2], _v[3]-rhs._v[3]);
        }

        inline Vec4ui operator * (const Vec4ui& rhs) const
        {
            return Vec4ui(_v[0]*rhs._v[0], _v[1]*rhs._v[1], _v[2]*rhs._v[2], _v[3]*rhs._v[3]);
        }
};

}

#endif
