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//-----------------------------------------------------------------------------
// Name: vec3.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec2.h>
#include <cassert>
#include <iostream>
class vec3{
public:
float entries[3];
inline explicit vec3(float val = 0.0f) {
entries[0] = val;
entries[1] = val;
entries[2] = val;
}
inline vec3(float newx, float newy, float newz) {
entries[0] = newx;
entries[1] = newy;
entries[2] = newz;
}
inline vec3(const vec2 &vec, float newz) {
entries[0] = vec[0];
entries[1] = vec[1];
entries[2] = newz;
}
inline vec3& operator=(float param) {
entries[0] = param;
entries[1] = param;
entries[2] = param;
return *this;
}
inline vec3& operator=(const vec3 ¶m) {
entries[0] = param.entries[0];
entries[1] = param.entries[1];
entries[2] = param.entries[2];
return *this;
}
inline float& operator[](const int which) {
assert(which < 3);
return entries[which];
}
inline const float& operator[](const int which) const {
return entries[which];
}
inline const float& x() const { return entries[0]; }
inline const float& y() const { return entries[1]; }
inline const float& z() const { return entries[2]; }
inline float& x() { return entries[0]; }
inline float& y() { return entries[1]; }
inline float& z() { return entries[2]; }
inline const float& r() const { return entries[0]; }
inline const float& g() const { return entries[1]; }
inline const float& b() const { return entries[2]; }
inline float& r() { return entries[0]; }
inline float& g() { return entries[1]; }
inline float& b() { return entries[2]; }
inline vec2 xy() const {
return vec2(entries[0], entries[1]);
}
inline float *operator*() { return entries; }
};
inline std::ostream& operator<<(std::ostream &os, const vec3& vec) {
os << "vec3(" << vec[0] << ", " << vec[1] << ", " << vec[2] << ")";
return os;
}
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