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// -*- Mode: C++; tab-width: 2; -*-
// vi: set ts=2:
//
// $Id: vertex2.C,v 1.7.20.1 2007/03/25 21:56:37 oliver Exp $
//
#include <BALL/VIEW/DATATYPE/vertex2.h>
using namespace std;
namespace BALL
{
namespace VIEW
{
Vertex2::Vertex2()
: vertex1_(),
vertex2_(),
vertex1_ptr_(&vertex1_),
vertex2_ptr_(&vertex2_)
{
}
Vertex2::Vertex2(const Vertex2& v)
: vertex1_(v.vertex1_),
vertex2_(v.vertex2_)
{
if (v.vertex1_ptr_ != &v.vertex1_)
{
vertex1_ptr_ = v.vertex1_ptr_;
vertex2_ptr_ = v.vertex2_ptr_;
}
else
{
vertex1_ptr_ = &vertex1_;
vertex2_ptr_ = &vertex2_;
}
}
Vertex2::~Vertex2()
{
#ifdef BALL_VIEW_DEBUG
cout << "Destructing object " << (void *)this
<< " of class " << RTTI::getName<Vertex2>() << endl;
#endif
}
void Vertex2::clear()
{
vertex1_.set(0.0);
vertex2_.set(0.0);
vertex1_ptr_ = &vertex1_;
vertex2_ptr_ = &vertex2_;
}
void Vertex2::set(const Vertex2& v)
{
vertex1_.set(v.vertex1_);
vertex2_.set(v.vertex2_);
vertex1_ptr_ = v.vertex1_ptr_;
vertex2_ptr_ = v.vertex2_ptr_;
}
const Vertex2& Vertex2::operator = (const Vertex2& v)
{
set(v);
return *this;
}
void Vertex2::swap(Vertex2& v)
{
Vector3 *temp_vector_ptr = vertex1_ptr_;
if (v.vertex1_ptr_ != &v.vertex1_)
{
vertex1_ptr_ = v.vertex1_ptr_;
if (temp_vector_ptr != &vertex1_)
{
v.vertex1_ptr_ = temp_vector_ptr;
}
else
{
v.vertex1_ptr_ = &v.vertex1_;
}
}
else if (vertex1_ptr_ != &vertex1_)
{
v.vertex1_ptr_ = temp_vector_ptr;
vertex1_ptr_ = &v.vertex1_;
}
temp_vector_ptr = vertex2_ptr_;
if (v.vertex2_ptr_ != &v.vertex2_)
{
vertex2_ptr_ = v.vertex2_ptr_;
if (temp_vector_ptr != &vertex2_)
{
v.vertex2_ptr_ = temp_vector_ptr;
}
else
{
v.vertex2_ptr_ = &v.vertex2_;
}
}
else if (vertex2_ptr_ != &vertex2_)
{
v.vertex2_ptr_ = temp_vector_ptr;
vertex2_ptr_ = &v.vertex2_;
}
vertex1_.swap(v.vertex1_);
vertex2_.swap(v.vertex2_);
}
bool Vertex2::isValid() const
{
return (vertex1_.isValid() &&
vertex2_.isValid() );
}
void Vertex2::dump(ostream& s, Size depth) const
{
BALL_DUMP_STREAM_PREFIX(s);
BALL_DUMP_DEPTH(s, depth);
BALL_DUMP_HEADER(s, this, this);
BALL_DUMP_DEPTH(s, depth);
s << "vertex1 : " << vertex1_ << endl;
BALL_DUMP_DEPTH(s, depth);
s << "*vertex1 : " << (*vertex1_ptr_) << endl;
BALL_DUMP_DEPTH(s, depth);
s << "vertex2 : " << vertex2_ << endl;
BALL_DUMP_DEPTH(s, depth);
s << "*vertex2 : " << (*vertex2_ptr_) << endl;
BALL_DUMP_STREAM_SUFFIX(s);
}
# ifdef BALL_NO_INLINE_FUNCTIONS
# include <BALL/VIEW/DATATYPE/vertex2.iC>
# endif
} // namespace VIEW
} // namespace BALL
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