SFML/include/SFML/System/Vector3.inl
Bambo-Borris b2ab6d6ab3 Add extension methods to Vector3<T>
Includes relevant tests and updates TestUtilities to feature ApproxVec2 & ApproxVec3
2022-05-16 08:59:42 +02:00

237 lines
6.0 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2022 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T>::Vector3() :
x(0),
y(0),
z(0)
{
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T>::Vector3(T X, T Y, T Z) :
x(X),
y(Y),
z(Z)
{
}
////////////////////////////////////////////////////////////
template <typename T>
template <typename U>
constexpr 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>
T Vector3<T>::length() const
{
static_assert(std::is_floating_point_v<T>, "Vector3::length() is only supported for floating point types");
return std::hypot(x, y, z);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr T Vector3<T>::lengthSq() const
{
return dot(*this);
}
////////////////////////////////////////////////////////////
template <typename T>
Vector3<T> Vector3<T>::normalized() const
{
static_assert(std::is_floating_point_v<T>, "Vector3::normalized() is only supported for floating point types");
assert(*this != Vector3<T>());
return (*this) / length();
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr T Vector3<T>::dot(const Vector3<T>& rhs) const
{
return x * rhs.x + y * rhs.y + z * rhs.z;
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> Vector3<T>::cross(const Vector3<T>& rhs) const
{
return Vector3<T>(
(y * rhs.z) - (z * rhs.y),
(z * rhs.x) - (x * rhs.z),
(x * rhs.y) - (y * rhs.x)
);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> Vector3<T>::cwiseMul(const Vector3<T>& rhs) const
{
return Vector3<T>(x * rhs.x, y * rhs.y, z * rhs.z);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> Vector3<T>::cwiseDiv(const Vector3<T>& rhs) const
{
assert(rhs.x != 0);
assert(rhs.y != 0);
assert(rhs.z != 0);
return Vector3<T>(x / rhs.x, y / rhs.y, z / rhs.z);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> operator -(const Vector3<T>& left)
{
return Vector3<T>(-left.x, -left.y, -left.z);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr 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>
constexpr 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>
constexpr 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>
constexpr 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>
constexpr Vector3<T> operator *(const Vector3<T>& left, T right)
{
return Vector3<T>(left.x * right, left.y * right, left.z * right);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> operator *(T left, const Vector3<T>& right)
{
return Vector3<T>(right.x * left, right.y * left, right.z * left);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T>& operator *=(Vector3<T>& left, T right)
{
left.x *= right;
left.y *= right;
left.z *= right;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T> operator /(const Vector3<T>& left, T right)
{
return Vector3<T>(left.x / right, left.y / right, left.z / right);
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr Vector3<T>& operator /=(Vector3<T>& left, T right)
{
left.x /= right;
left.y /= right;
left.z /= right;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
constexpr 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>
constexpr bool operator !=(const Vector3<T>& left, const Vector3<T>& right)
{
return (left.x != right.x) || (left.y != right.y) || (left.z != right.z);
}