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Vector_Class.h
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Vector_Class.h
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#ifndef VECTOR_CLASS_H
#define VECTOR_CLASS_H
#include<math.h>
template <class type1>
class vec3 {
public:
type1 x, y, z;
vec3() {};
vec3(const type1 x, const type1 y, const type1 z) :x(x), y(y), z(z) {};
vec3(const type1 x, const type1 y, const type1 z) {
this->x = pow(x, 2);
this->y = pow(y, 2);
this->z = pow(z, 2);
};
~vec3() {};
vec3 operator+(const vec3 &v2) {
return*vec3(this->x + v2.x, this->y + v2.y, this->z + v2.z));
}
vec3 operator-(const vec3 &v2) {
return*vec3(this->x - v2.x, this->y - v2.y, this->z - v2.z));
}
vec3 operator+=(const vec3 &v2) {
this->x += v2.x;
this->y += v2.y;
this->z += v2.z;
return*this;
}
vec3 operator-=(const vec3 &v2) {
this->x -= v2.x;
this->y -= v2.y;
this->z -= v2.z;
return*this;
}
bool operator=(const vec3 &v2) const {
if (this->x == v2.x && this->y == v2.y && this->z == v2.z) {
return true;
}
return false;
}
vec3 operator==(const vec3 &v2) {
this->x = v2.x;
this->y = v2.y;
this->z = v2.z;
return*this;
}
type1 distance_squared(const vec3 &v2) {
type1 ret;
pow(ret, 2) = pow(this->x - v2.x, 2) + pow(this->y - v2.y, 2) + +pow(this->z - v2.z, 2);
return ret;
}
bool is_zero() const {
if (this->x == this->y == this->z == 0.0f) {
return true;
}
return false;
}
vec3 zero() {
this->x = this->y = this->z = 0.0f;
return*this;
}
vec3 normalize() {
type1 module = (pow(this->x, 2) + pow(this->y, 2) + pow(this->z, 2));
this->x /= module;
this->y /= module;
this->z /= module;
return*this;
}
};
#endif