#pragma once
#include <ostream>
#include <cmath>
#include <cfloat>
#include <glm/vec3.hpp>
template<class T>
struct Vector3 {
T x, y, z;
Vector3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
Vector3(const Vector3 &rhs) : x(rhs.x), y(rhs.y), z(rhs.z) {}
~Vector3() = default;
double GetLength() const { return std::sqrt(std::pow(x, 2) + std::pow(y, 2) + std::pow(z, 2)); }
operator glm::vec3() const {
return glm::vec3(x, y, z);
}
glm::vec3 glm() const {
return (glm::vec3)(*this);
}
void swap(Vector3 &rhs) noexcept {
std::swap(x, rhs.x);
std::swap(y, rhs.y);
std::swap(z, rhs.z);
}
T dot(const Vector3 &rhs) const {
return x*rhs.x + y*rhs.y + z*rhs.z;
}
double cosBetween(const Vector3<T> &rhs) const {
return dot(rhs) / GetLength() / rhs.GetLength();
}
Vector3<double> normalize() {
auto length = GetLength();
return Vector3<double> (
x / length,
y / length,
z / length
);
}
Vector3 &operator=(Vector3 rhs) noexcept {
rhs.swap(*this);
return *this;
}
Vector3 operator*(T rhs) const {
return Vector3<T>(
x * rhs,
y * rhs,
z * rhs
);
}
Vector3 operator/(T rhs) const {
return Vector3<T>(
x / rhs,
y / rhs,
z / rhs
);
}
Vector3 operator+(const Vector3 &rhs) const {
return Vector3<T>(
x + rhs.x,
y + rhs.y,
z + rhs.z
);
}
Vector3 operator-(const Vector3 &rhs) const {
return Vector3<T>(
x - rhs.x,
y - rhs.y,
z - rhs.z
);
}
Vector3 operator-() const {
return Vector3<T> (
-x,
-y,
-z
);
}
Vector3 operator*(const Vector3 &rhs) const {
return Vector3<T>(
x * rhs.x,
y * rhs.y,
z * rhs.z
);
}
Vector3 operator/(const Vector3 &rhs) const {
return Vector3<T>(
x / rhs.x,
y / rhs.y,
z / rhs.z
);
}
bool operator==(const Vector3 &rhs) const {
return (x == rhs.x && y == rhs.y && z == rhs.z);
}
bool operator!=(const Vector3 &rhs) const {
return !(*this == rhs);
}
bool operator<(const Vector3 &rhs) const {
if (x < rhs.x)
return true;
if (rhs.x < x)
return false;
if (y < rhs.y)
return true;
if (rhs.y < y)
return false;
return z < rhs.z;
}
friend std::ostream &operator<<(std::ostream &os, const Vector3 &vector3) {
os << vector3.x << " " << vector3.y << " " << vector3.z;
return os;
}
};
template<>
inline bool Vector3<float>::operator==(const Vector3<float>& rhs) const {
return
std::fabs(rhs.x - x) < FLT_EPSILON &&
std::fabs(rhs.y - y) < FLT_EPSILON &&
std::fabs(rhs.z - z) < FLT_EPSILON;
}
template<>
inline bool Vector3<double>::operator==(const Vector3<double>& rhs) const {
return
std::fabs(rhs.x - x) < DBL_EPSILON &&
std::fabs(rhs.y - y) < DBL_EPSILON &&
std::fabs(rhs.z - z) < DBL_EPSILON;
}
using VectorF = Vector3<double>;
using Vector = Vector3<signed long long>;