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#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;