80 lines
1.9 KiB
C++
80 lines
1.9 KiB
C++
#pragma once
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#include <cstdint>
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#include <cmath>
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template <typename Type>
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class V3D{
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public:
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constexpr V3D(const V3D& other):
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x(other.x),
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y(other.y),
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z(other.z){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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}
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constexpr V3D(Type x=0, Type y=0, Type z=0):
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x(x),
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y(y),
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z(z){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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}
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template <typename OtherType>
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constexpr V3D(const V3D<OtherType> other):
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x(static_cast<Type>(other.x)),
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y(static_cast<Type>(other.y)),
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z(static_cast<Type>(other.z)){
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static_assert(std::is_arithmetic<Type>::value, "Type must be a number");
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static_assert(std::is_arithmetic<OtherType>::value, "OtherType must be a number");
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}
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V3D& operator=(const V3D &other){
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this->x = other.x;
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this->y = other.y;
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this->z = other.z;
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return *this;
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}
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V3D& operator+=(const V3D &other){
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this->x += other.x;
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this->y += other.y;
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this->z += other.z;
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return *this;
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}
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V3D& operator-=(const V3D &other){
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this->x -= other.x;
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this->y -= other.y;
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this->z -= other.z;
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return *this;
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}
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V3D& operator/=(const Type scalar){
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if(scalar == 0){
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return *this;
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}
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this->x /= scalar;
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this->y /= scalar;
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this->z /= scalar;
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return *this;
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}
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V3D& operator*=(const Type scalar){
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this->x *= scalar;
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this->y *= scalar;
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this->z *= scalar;
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return *this;
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}
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bool operator==(const V3D &other){
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return this->x == other.x && this->y == other.y && this->z == other.z;
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}
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float magnitude(){
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return std::sqrt(static_cast<float>(this->x * this->x + this->y * this->y + this->z * this->z));
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}
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Type x;
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Type y;
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Type z;
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}; |