#pragma once
#include <ostream>
#include <cmath>
#include <tuple>
#include <glm/vec3.hpp>
template<class T>
class Vector3 {
T x, y, z;
public:
Vector3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
Vector3(const Vector3 &rhs) : x(rhs.x), y(rhs.y), z(rhs.z) {}
~Vector3() = default;
void SetX(T X) { x = X; }
void SetY(T Y) { y = Y; }
void SetZ(T Z) { z = Z; }
T GetX() const { return x; }
T GetY() const { return y; }
T GetZ() const { return z; }
double GetMagnitude() const { return std::sqrt(std::pow(x, 2) + std::pow(y, 2) + std::pow(z, 2)); }
operator glm::vec3() const {
return glm::vec3(x, y, z);
}
void swap(Vector3 &rhs) {
std::swap(x, rhs.x);
std::swap(y, rhs.y);
std::swap(z, rhs.z);
}
Vector3 &operator=(Vector3 rhs) {
rhs.swap(*this);
return *this;
}
Vector3 operator*(T rhs) const {
return Vector3<T>(
x * rhs,
y * rhs,
z * rhs
);
}
Vector3 operator/(T rhs) const {
return Vector3<T>(
x / rhs,
y / rhs,
z / rhs
);
}
Vector3 operator+(const Vector3 &rhs) const {
return Vector3<T>(
x + rhs.x,
y + rhs.y,
z + rhs.z
);
}
Vector3 operator-(const Vector3 &rhs) const {
return Vector3<T>(
x - rhs.x,
y - rhs.y,
z - rhs.z
);
}
Vector3 operator*(const Vector3 &rhs) const {
return Vector3<T>(
x * rhs.x,
y * rhs.y,
z * rhs.z
);
}
Vector3 operator/(const Vector3 &rhs) const {
return Vector3<T>(
x / rhs.x,
y / rhs.y,
z / rhs.z
);
}
bool operator==(const Vector3 &rhs) const {
return (x == rhs.x && y == rhs.y && z == rhs.z);
}
bool operator!=(const Vector3 &rhs) const {
return !(*this == rhs);
}
bool operator<(const Vector3 &rhs) const {
return std::tie(x, y, z) < std::tie(rhs.x, rhs.y, rhs.z);
}
friend std::ostream &operator<<(std::ostream &os, const Vector3 &vector3) {
os << vector3.x << ", " << vector3.y << ", " << vector3.z;
return os;
}
};
typedef Vector3<double> VectorF;
typedef Vector3<signed long long> Vector;