#pragma once #ifndef ES_CORE_MATH_VECTOR3F_H #define ES_CORE_MATH_VECTOR3F_H #include 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