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vec3.h
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vec3.h
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#pragma once
//fwd declaration of vec2 vec4
class vec2;
class vec4;
class vec3 {
public:
double x, y, z;
vec3() {
x = 0;
y = 0;
z = 0;
};
vec3(double x, double y, double z){
this->x = x;
this->y = y;
this->z = z;
};
vec3(double scalar){
this->x = scalar;
this->y = scalar;
this->z = scalar;
};
vec3& operator=(const vec3& rhs){
this->x = rhs.x;
this->y = rhs.y;
this->z = rhs.z;
return *this;
};
int operator==(const vec3& rhs) const {
return x == rhs.x && y == rhs.y && z == rhs.z;
};
vec3 operator+(const vec3& rhs) const {
return vec3(x + rhs.x, y + rhs.y, z + rhs.z);
};
vec3 operator-(const vec3& rhs) const {
return vec3(x - rhs.x, y - rhs.y, z - rhs.z);
};
vec3 operator*(const vec3& rhs) const {
return vec3(x * rhs.x, y * rhs.y, z * rhs.z);
};
vec3 operator/(const vec3& rhs) const {
return vec3(x / rhs.x, y / rhs.y, z / rhs.z);
};
vec3 operator+(const double scalar) const {
return vec3(x + scalar, y + scalar, z + scalar);
};
vec3 operator-(const double scalar) const {
return vec3(x - scalar, y - scalar, z - scalar);
};
vec3 operator*(const double scalar) const {
return vec3(x * scalar, y * scalar, z * scalar);
};
vec3 operator/(const double scalar) const {
return vec3(x / scalar, y / scalar, z / scalar);
};
friend vec3 operator+( double scalar, const vec3& v ) {
return vec3(v.x + scalar, v.y + scalar, v.z + scalar);
}
friend vec3 operator-( double scalar, const vec3& v ) {
return vec3(scalar - v.x, scalar - v.y, scalar - v.z);
}
friend vec3 operator*( double scalar, const vec3& v ) {
return vec3(v.x * scalar, v.y * scalar, v.z * scalar);
}
friend vec3 operator/( double scalar, const vec3& v ) {
return vec3(scalar / v.x, scalar / v.y, scalar / v.z);
}
vec3& operator+=(const double scalar) {
x += scalar;
y += scalar;
z += scalar;
return *this;
};
vec3& operator-=(const double scalar) {
x -= scalar;
y -= scalar;
z -= scalar;
return *this;
};
vec3& operator*=(const double scalar) {
x *= scalar;
y *= scalar;
z *= scalar;
return *this;
};
vec3& operator/=(const double scalar) {
x /= scalar;
y /= scalar;
z /= scalar;
return *this;
};
vec3& operator+=(const vec3& rhs) {
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
};
vec3& operator-=(const vec3& rhs) {
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
};
vec3& operator*=(const vec3& rhs) {
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
return *this;
};
vec3& operator/=(const vec3& rhs) {
x /= rhs.x;
y /= rhs.y;
z /= rhs.z;
return *this;
};
vec3 operator-=(const vec3& rhs) const {
return vec3(x - rhs.x, y - rhs.y, z - rhs.z);
};
vec4 xxxx();
vec4 zzzz();
vec2 zz();
vec2 xx();
vec3 xyz();
};
vec3 floor(const vec3& rhs);
vec3 fract(const vec3& rhs);
vec3 step(const vec3& edge, const vec3& x);
vec3 inversesqrt(const vec3& rhs);
double dot(const vec3& a, const vec3& b);