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-rw-r--r--src/utility/Vector.hpp215
1 files changed, 110 insertions, 105 deletions
diff --git a/src/utility/Vector.hpp b/src/utility/Vector.hpp
index 7b34ac3..9d6c1be 100644
--- a/src/utility/Vector.hpp
+++ b/src/utility/Vector.hpp
@@ -1,117 +1,122 @@
#pragma once
+#include <glm/vec3.hpp>
#include <ostream>
#include <cmath>
#include <tuple>
template<class T>
class Vector3 {
- T x, y, z;
+ 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 GetDistance() const { return std::sqrt(std::pow(x, 2) + std::pow(y, 2) + std::pow(z, 2)); }
-
- 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 (x < rhs.x || y < rhs.y ||z z < rhs.z);
- /*if (x < rhs.x)
- return true;
- else if (z < rhs.z)
- return true;
- else if (y < rhs.y)
- return true;
- return false;*/
- 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;
- }
+ 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 (x < rhs.x || y < rhs.y ||z z < rhs.z);
+ /*if (x < rhs.x)
+ return true;
+ else if (z < rhs.z)
+ return true;
+ else if (y < rhs.y)
+ return true;
+ return false;*/
+ 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;