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path: root/Source/modules/asura-base/Math/Vector3.inc
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////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>::Vector3() :
	x(0),
	y(0),
	z(0)
{

}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>::Vector3(T X, T Y, T Z) :
	x(X),
	y(Y),
	z(Z)
{

}


////////////////////////////////////////////////////////////
template <typename T>
template <typename U>
inline Vector3<T>::Vector3(const Vector3<U>& vector) :
	x(static_cast<T>(vector.x)),
	y(static_cast<T>(vector.y)),
	z(static_cast<T>(vector.z))
{
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator -(const Vector3<T>& left)
{
	return Vector3<T>(-left.x, -left.y, -left.z);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>& operator +=(Vector3<T>& left, const Vector3<T>& right)
{
	left.x += right.x;
	left.y += right.y;
	left.z += right.z;

	return left;
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>& operator -=(Vector3<T>& left, const Vector3<T>& right)
{
	left.x -= right.x;
	left.y -= right.y;
	left.z -= right.z;

	return left;
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator +(const Vector3<T>& left, const Vector3<T>& right)
{
	return Vector3<T>(left.x + right.x, left.y + right.y, left.z + right.z);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator -(const Vector3<T>& left, const Vector3<T>& right)
{
	return Vector3<T>(left.x - right.x, left.y - right.y, left.z - right.z);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator *(const Vector3<T>& left, T right)
{
	return Vector3<T>(left.x * right, left.y * right, left.z * right);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator *(T left, const Vector3<T>& right)
{
	return Vector3<T>(right.x * left, right.y * left, right.z * left);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>& operator *=(Vector3<T>& left, T right)
{
	left.x *= right;
	left.y *= right;
	left.z *= right;

	return left;
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T> operator /(const Vector3<T>& left, T right)
{
	return Vector3<T>(left.x / right, left.y / right, left.z / right);
}


////////////////////////////////////////////////////////////
template <typename T>
inline Vector3<T>& operator /=(Vector3<T>& left, T right)
{
	left.x /= right;
	left.y /= right;
	left.z /= right;

	return left;
}


////////////////////////////////////////////////////////////
template <typename T>
inline bool operator ==(const Vector3<T>& left, const Vector3<T>& right)
{
	return (left.x == right.x) && (left.y == right.y) && (left.z == right.z);
}


////////////////////////////////////////////////////////////
template <typename T>
inline bool operator !=(const Vector3<T>& left, const Vector3<T>& right)
{
	return (left.x != right.x) || (left.y != right.y) || (left.z != right.z);
}