ES-DE/es-core/src/math/Vector3f.h

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#pragma once
#ifndef ES_CORE_MATH_VECTOR3F_H
#define ES_CORE_MATH_VECTOR3F_H
#include <assert.h>
class Vector2f;
class Vector4f;
class Vector3f
{
public:
Vector3f() { }
Vector3f(const float f) : mX(f), mY(f), mZ(f) { }
Vector3f(const float x, const float y, const float z) : mX(x), mY(y), mZ(z) { }
explicit Vector3f(const Vector2f& v) : mX(((Vector3f&)v).mX), mY(((Vector3f&)v).mY), mZ(0) { }
explicit Vector3f(const Vector2f& v, const float z) : mX(((Vector3f&)v).mX), mY(((Vector3f&)v).mY), mZ(z) { }
explicit Vector3f(const Vector4f& v) : mX(((Vector3f&)v).mX), mY(((Vector3f&)v).mY), mZ(((Vector3f&)v).mZ) { }
const bool operator==(const Vector3f& other) const { return ((mX == other.mX) && (mY == other.mY) && (mZ == other.mZ)); }
const bool operator!=(const Vector3f& other) const { return ((mX != other.mX) || (mY != other.mY) || (mZ != other.mZ)); }
const Vector3f operator+(const Vector3f& other) const { return { mX + other.mX, mY + other.mY, mZ + other.mZ }; }
const Vector3f operator-(const Vector3f& other) const { return { mX - other.mX, mY - other.mY, mZ - other.mZ }; }
const Vector3f operator*(const Vector3f& other) const { return { mX * other.mX, mY * other.mY, mZ * other.mZ }; }
const Vector3f operator/(const Vector3f& other) const { return { mX / other.mX, mY / other.mY, mZ / other.mZ }; }
const Vector3f operator+(const float& other) const { return { mX + other, mY + other, mZ + other }; }
const Vector3f operator-(const float& other) const { return { mX - other, mY - other, mZ - other }; }
const Vector3f operator*(const float& other) const { return { mX * other, mY * other, mZ * other }; }
const Vector3f operator/(const float& other) const { return { mX / other, mY / other, mZ / other }; }
const Vector3f operator-() const { return { -mX , -mY, -mZ }; }
Vector3f& operator+=(const Vector3f& other) { *this = *this + other; return *this; }
Vector3f& operator-=(const Vector3f& other) { *this = *this - other; return *this; }
Vector3f& operator*=(const Vector3f& other) { *this = *this * other; return *this; }
Vector3f& operator/=(const Vector3f& other) { *this = *this / other; return *this; }
Vector3f& operator+=(const float& other) { *this = *this + other; return *this; }
Vector3f& operator-=(const float& other) { *this = *this - other; return *this; }
Vector3f& operator*=(const float& other) { *this = *this * other; return *this; }
Vector3f& operator/=(const float& other) { *this = *this / other; return *this; }
float& operator[](const int index) { assert(index < 3 && "index out of range"); return (&mX)[index]; }
const float& operator[](const int index) const { assert(index < 3 && "index out of range"); return (&mX)[index]; }
float& x() { return mX; }
float& y() { return mY; }
float& z() { return mZ; }
const float& x() const { return mX; }
const float& y() const { return mY; }
const float& z() const { return mZ; }
inline Vector2f& v2() { return *(Vector2f*)this; }
inline const Vector2f& v2() const { return *(Vector2f*)this; }
inline Vector3f& round() { mX = (int)(mX + 0.5f); mY = (int)(mY + 0.5f); mZ = (int)(mZ + 0.5f); return *this; }
static const Vector3f Zero() { return { 0, 0, 0 }; }
static const Vector3f UnitX() { return { 1, 0, 0 }; }
static const Vector3f UnitY() { return { 0, 1, 0 }; }
static const Vector3f UnitZ() { return { 0, 0, 1 }; }
private:
float mX;
float mY;
float mZ;
};
#endif // ES_CORE_MATH_VECTOR3F_H