//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2017 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 inline Vector3::Vector3() : x(0), y(0), z(0) { } //////////////////////////////////////////////////////////// template inline Vector3::Vector3(T X, T Y, T Z) : x(X), y(Y), z(Z) { } //////////////////////////////////////////////////////////// template template inline Vector3::Vector3(const Vector3& vector) : x(static_cast(vector.x)), y(static_cast(vector.y)), z(static_cast(vector.z)) { } //////////////////////////////////////////////////////////// template inline Vector3 operator -(const Vector3& left) { return Vector3(-left.x, -left.y, -left.z); } //////////////////////////////////////////////////////////// template inline Vector3& operator +=(Vector3& left, const Vector3& right) { left.x += right.x; left.y += right.y; left.z += right.z; return left; } //////////////////////////////////////////////////////////// template inline Vector3& operator -=(Vector3& left, const Vector3& right) { left.x -= right.x; left.y -= right.y; left.z -= right.z; return left; } //////////////////////////////////////////////////////////// template inline Vector3 operator +(const Vector3& left, const Vector3& right) { return Vector3(left.x + right.x, left.y + right.y, left.z + right.z); } //////////////////////////////////////////////////////////// template inline Vector3 operator -(const Vector3& left, const Vector3& right) { return Vector3(left.x - right.x, left.y - right.y, left.z - right.z); } //////////////////////////////////////////////////////////// template inline Vector3 operator *(const Vector3& left, T right) { return Vector3(left.x * right, left.y * right, left.z * right); } //////////////////////////////////////////////////////////// template inline Vector3 operator *(T left, const Vector3& right) { return Vector3(right.x * left, right.y * left, right.z * left); } //////////////////////////////////////////////////////////// template inline Vector3& operator *=(Vector3& left, T right) { left.x *= right; left.y *= right; left.z *= right; return left; } //////////////////////////////////////////////////////////// template inline Vector3 operator /(const Vector3& left, T right) { return Vector3(left.x / right, left.y / right, left.z / right); } //////////////////////////////////////////////////////////// template inline Vector3& operator /=(Vector3& left, T right) { left.x /= right; left.y /= right; left.z /= right; return left; } //////////////////////////////////////////////////////////// template inline bool operator ==(const Vector3& left, const Vector3& right) { return (left.x == right.x) && (left.y == right.y) && (left.z == right.z); } //////////////////////////////////////////////////////////// template inline bool operator !=(const Vector3& left, const Vector3& right) { return (left.x != right.x) || (left.y != right.y) || (left.z != right.z); }