// ------------------------------------------------------------------------------------------------ #include "Base/Vector3.hpp" #include "Base/Vector4.hpp" #include "Base/Quaternion.hpp" #include "Base/Shared.hpp" #include "Library/Numeric/Random.hpp" // ------------------------------------------------------------------------------------------------ #include // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ #define STOVAL(v) static_cast< Vector3::Value >(v) // ------------------------------------------------------------------------------------------------ const Vector3 Vector3::NIL(STOVAL(0.0)); const Vector3 Vector3::MIN(std::numeric_limits< Vector3::Value >::min()); const Vector3 Vector3::MAX(std::numeric_limits< Vector3::Value >::max()); const Vector3 Vector3::LEFT(STOVAL(-1.0), STOVAL(0.0), STOVAL(0.0)); const Vector3 Vector3::RIGHT(STOVAL(1.0), STOVAL(0.0), STOVAL(0.0)); const Vector3 Vector3::UP(STOVAL(0.0), STOVAL(1.0), STOVAL(0.0)); const Vector3 Vector3::DOWN(STOVAL(0.0), STOVAL(-1.0), STOVAL(0.0)); const Vector3 Vector3::FORWARD(STOVAL(0.0), STOVAL(0.0), STOVAL(1.0)); const Vector3 Vector3::BACK(STOVAL(0.0), STOVAL(0.0), STOVAL(-1.0)); const Vector3 Vector3::ONE(STOVAL(1.0), STOVAL(1.0), STOVAL(1.0)); // ------------------------------------------------------------------------------------------------ SQChar Vector3::Delim = ','; // ------------------------------------------------------------------------------------------------ SQInteger Vector3::Typename(HSQUIRRELVM vm) { static const SQChar name[] = _SC("Vector3"); sq_pushstring(vm, name, sizeof(name)); return 1; } // ------------------------------------------------------------------------------------------------ Vector3::Vector3() : x(0.0), y(0.0), z(0.0) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value sv) : x(sv), y(sv), z(sv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value xv, Value yv, Value zv) : x(xv), y(yv), z(zv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (Value s) { x = s; y = s; z = s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (const Vector4 & v) { x = v.x; y = v.y; z = v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (const Quaternion & q) { x = q.x; y = q.y; z = q.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (const Vector3 & v) { x += v.x; y += v.y; z += v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -= (const Vector3 & v) { x -= v.x; y -= v.y; z -= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator *= (const Vector3 & v) { x *= v.x; y *= v.y; z *= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator /= (const Vector3 & v) { x /= v.x; y /= v.y; z /= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator %= (const Vector3 & v) { x = std::fmod(x, v.x); y = std::fmod(y, v.y); z = std::fmod(z, v.z); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (Value s) { x += s; y += s; z += s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -= (Value s) { x -= s; y -= s; z -= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator *= (Value s) { x *= s; y *= s; z *= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator /= (Value s) { x /= s; y /= s; z /= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator %= (Value s) { x = std::fmod(x, s); y = std::fmod(y, s); z = std::fmod(z, s); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator ++ () { ++x; ++y; ++z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -- () { --x; --y; --z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator ++ (int) { Vector3 state(*this); ++x; ++y; ++z; return state; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator -- (int) { Vector3 state(*this); --x; --y; --z; return state; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (const Vector3 & v) const { return Vector3(x + v.x, y + v.y, z + v.z); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - (const Vector3 & v) const { return Vector3(x - v.x, y - v.y, z - v.z); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator * (const Vector3 & v) const { return Vector3(x * v.x, y * v.y, z * v.z); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator / (const Vector3 & v) const { return Vector3(x / v.x, y / v.y, z / v.z); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator % (const Vector3 & v) const { return Vector3(std::fmod(x, v.x), std::fmod(y, v.y), std::fmod(z, v.z)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (Value s) const { return Vector3(x + s, y + s, z + s); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - (Value s) const { return Vector3(x - s, y - s, z - s); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator * (Value s) const { return Vector3(x * s, y * s, z * s); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator / (Value s) const { return Vector3(x / s, y / s, z / s); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator % (Value s) const { return Vector3(std::fmod(x, s), std::fmod(y, s), std::fmod(z, s)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + () const { return Vector3(std::fabs(x), std::fabs(y), std::fabs(z)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - () const { return Vector3(-x, -y, -z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator == (const Vector3 & v) const { return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator != (const Vector3 & v) const { return !EpsEq(x, v.x) || !EpsEq(y, v.y) || !EpsEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator < (const Vector3 & v) const { return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator > (const Vector3 & v) const { return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator <= (const Vector3 & v) const { return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator >= (const Vector3 & v) const { return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z); } // ------------------------------------------------------------------------------------------------ Int32 Vector3::Cmp(const Vector3 & o) const { if (*this == o) { return 0; } else if (*this > o) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ CSStr Vector3::ToString() const { return ToStrF("%f,%f,%f", x, y, z); } // ------------------------------------------------------------------------------------------------ void Vector3::SetScalar(Value ns) { x = ns; y = ns; z = ns; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector3(const Vector3 & v) { x = v.x; y = v.y; z = v.z; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector3Ex(Value nx, Value ny, Value nz) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector4(const Vector4 & v) { x = v.x; y = v.y; z = v.z; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector4Ex(Value nx, Value ny, Value nz, Value /*nw*/) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector3::SetQuaternion(const Quaternion & q) { SetQuaternionEx(q.x, q.y, q.z, q.w); } // ------------------------------------------------------------------------------------------------ void Vector3::SetQuaternionEx(Value qx, Value qy, Value qz, Value qw) { // Quick conversion to Euler angles to give tilt to user const Value sqx = (qx * qx), sqy = (qy * qy), sqz = (qz * qz), sqw = (qw * qw); y = std::asin(STOVAL(2.0) * ((qw * qy) - (qx * qz))); if (EpsGt((SQMOD_PI * STOVAL(0.5)) - std::abs(y), STOVAL(1e-10))) { z = std::atan2(STOVAL(2.0) * ((qx * qy) + (qw * qz)), sqx - sqy - sqz + sqw); x = std::atan2(STOVAL(2.0) * ((qw * qx) + (qy * qz)), sqw - sqx - sqy + sqz); } else { // Compute heading from local 'down' vector z = std::atan2((STOVAL(2.0) * qy * qz) - (STOVAL(2.0) * qx * qw), (STOVAL(2.0) * qx * qz) + (STOVAL(2.0) * qy * qw)); x = STOVAL(0.0); // If facing down, reverse yaw if (EpsLt(y, STOVAL(0.0))) { z -= SQMOD_PI; } } } // ------------------------------------------------------------------------------------------------ void Vector3::SetStr(CSStr values, SQChar delim) { SetVector3(Vector3::Get(values, delim)); } // ------------------------------------------------------------------------------------------------ void Vector3::Generate() { x = GetRandomFloat32(); y = GetRandomFloat32(); z = GetRandomFloat32(); } // ------------------------------------------------------------------------------------------------ void Vector3::Generate(Value min, Value max) { if (EpsLt(max, min)) { STHROWF("max value is lower than min value"); } x = GetRandomFloat32(min, max); y = GetRandomFloat32(min, max); z = GetRandomFloat32(min, max); } // ------------------------------------------------------------------------------------------------ void Vector3::Generate(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax) { if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin)) { STHROWF("max value is lower than min value"); } x = GetRandomFloat32(xmin, xmax); y = GetRandomFloat32(ymin, ymax); z = GetRandomFloat32(zmin, zmax); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Abs() const { return Vector3(std::fabs(x), std::fabs(y), std::fabs(z)); } // ------------------------------------------------------------------------------------------------ bool Vector3::IsNaN() const { return std::isnan(x) || std::isnan(y) || std::isnan(z); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetLength() const { return std::sqrt((x * x) + (y * y) + (z * z)); } // ------------------------------------------------------------------------------------------------ void Vector3::SetLength(Value length) { Normalize(); // Assign the specified length *this *= length; } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetLengthSquared() const { return ((x * x) + (y * y) + (z * z)); } // ------------------------------------------------------------------------------------------------ void Vector3::SetLengthSquared(Value length) { Normalize(); // Assign the specified length *this *= std::sqrt(length); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Normalized() const { const Value len_squared = GetLengthSquared(); if (!EpsEq(len_squared, STOVAL(1.0)) && EpsLt(len_squared, STOVAL(0.0))) { return (*this * (STOVAL(1.0) / std::sqrt(len_squared))); } else { return *this; } } // ------------------------------------------------------------------------------------------------ void Vector3::Normalize() { const Value len_squared = GetLengthSquared(); if (!EpsEq(len_squared, STOVAL(1.0)) && EpsGt(len_squared, STOVAL(0.0))) { const Value inv_len = STOVAL(1.0) / std::sqrt(len_squared); x *= inv_len; y *= inv_len; z *= inv_len; } } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::DotProduct(const Vector3 & vec) const { return ((x * vec.x) + (y * vec.y) + (z * vec.z)); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::AbsDotProduct(const Vector3 & vec) const { return (std::abs(x * vec.x) + std::abs(y * vec.y) + std::abs(z * vec.z)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::CrossProduct(const Vector3 & vec) const { return Vector3((y * vec.z) - (z * vec.y), (z * vec.x) - (x * vec.z), (x * vec.y) - (y * vec.x)); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::Angle(const Vector3 & vec) const { return std::acos(DotProduct(vec) / (GetLength() * vec.GetLength())); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetDistanceTo(const Vector3 & vec) const { return std::sqrt(std::pow(x - vec.x, 2) + std::pow(y - vec.y, 2) + std::pow(z - vec.z, 2)); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetSquaredDistanceTo(const Vector3 & vec) const { return (std::pow(x - vec.x, 2) + std::pow(y - vec.y, 2) + std::pow(z - vec.z, 2)); } // ------------------------------------------------------------------------------------------------ bool Vector3::IsBetweenPoints(const Vector3 & begin, const Vector3 & end) const { const Value length = (end - begin).GetLengthSquared(); return EpsLtEq(GetSquaredDistanceTo(begin), length) && EpsLtEq(GetSquaredDistanceTo(end), length); } // ------------------------------------------------------------------------------------------------ void Vector3::Interpolate(const Vector3 & a, const Vector3 & b, Value d) { x = STOVAL(static_cast< Float64 >(b.x) + ((a.x - b.x) * d)); y = STOVAL(static_cast< Float64 >(b.y) + ((a.y - b.y) * d)); z = STOVAL(static_cast< Float64 >(b.z) + ((a.z - b.z) * d)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Interpolated(const Vector3 & vec, Value d) const { const Float64 inv = 1.0 - d; return Vector3( STOVAL((vec.x * inv) + (x * d)), STOVAL((vec.y * inv) + (y * d)), STOVAL((vec.z * inv) + (z * d)) ); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Rotated(const Vector3 & axis, Value angle) const { const Vector3 o(axis * axis.DotProduct(*this)); return (o + ((*this - o) * std::cos(angle)) + (axis.CrossProduct(*this) * std::sin(angle))); } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateXZBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = std::cos(degrees); const Value sn = std::sin(degrees); x -= center.x; z -= center.z; x = static_cast< Value >((x * cs) - (z * sn)) + center.x; z = static_cast< Value >((x * sn) + (z * cs)) + center.z; } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateXYBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = std::cos(degrees); const Value sn = std::sin(degrees); x -= center.x; y -= center.y; x = static_cast< Value >((x * cs) - (y * sn)) + center.x; y = static_cast< Value >((x * sn) + (y * cs)) + center.y; } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateYZBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = std::cos(degrees); const Value sn = std::sin(degrees); z -= center.z; y -= center.y; y = static_cast< Value >((y * cs) - (z * sn)) + center.z; z = static_cast< Value >((y * sn) + (z * cs)) + center.y; } // ------------------------------------------------------------------------------------------------ const Vector3 & Vector3::Get(CSStr str) { return Vector3::Get(str, Vector3::Delim); } // ------------------------------------------------------------------------------------------------ const Vector3 & Vector3::Get(CSStr str, SQChar delim) { // The format specifications that will be used to scan the string static SQChar fs[] = _SC(" %f , %f , %f "); static Vector3 vec; // Clear previous values, if any vec.Clear(); // Is the specified string empty? if (!str || *str == '\0') { return vec; // Return the value as is! } // Assign the specified delimiter fs[4] = delim; fs[9] = delim; // Attempt to extract the component values from the specified string std::sscanf(str, &fs[0], &vec.x, &vec.y, &vec.z); // Return the resulted value return vec; } // ------------------------------------------------------------------------------------------------ const Vector3 & GetVector3() { static Vector3 vec; vec.Clear(); return vec; } // ------------------------------------------------------------------------------------------------ const Vector3 & GetVector3(Float32 sv) { static Vector3 vec; vec.SetScalar(sv); return vec; } // ------------------------------------------------------------------------------------------------ const Vector3 & GetVector3(Float32 xv, Float32 yv, Float32 zv) { static Vector3 vec; vec.SetVector3Ex(xv, yv, zv); return vec; } // ------------------------------------------------------------------------------------------------ const Vector3 & GetVector3(const Vector3 & o) { static Vector3 vec; vec.SetVector3(o); return vec; } // ================================================================================================ void Register_Vector3(HSQUIRRELVM vm) { typedef Vector3::Value Val; RootTable(vm).Bind(_SC("Vector3"), Class< Vector3 >(vm, _SC("Vector3")) // Constructors .Ctor() .Ctor< Val >() .Ctor< Val, Val, Val >() // Static variables .SetStaticValue(_SC("NIL"), &Vector3::NIL) .SetStaticValue(_SC("MIN"), &Vector3::MIN) .SetStaticValue(_SC("MAX"), &Vector3::MAX) .SetStaticValue(_SC("LEFT"), &Vector3::LEFT) .SetStaticValue(_SC("RIGHT"), &Vector3::RIGHT) .SetStaticValue(_SC("UP"), &Vector3::UP) .SetStaticValue(_SC("DOWN"), &Vector3::DOWN) .SetStaticValue(_SC("FORWARD"), &Vector3::FORWARD) .SetStaticValue(_SC("BACK"), &Vector3::BACK) .SetStaticValue(_SC("ONE"), &Vector3::ONE) // Member Variables .Var(_SC("x"), &Vector3::x) .Var(_SC("y"), &Vector3::y) .Var(_SC("z"), &Vector3::z) .Var(_SC("X"), &Vector3::x) .Var(_SC("Y"), &Vector3::y) .Var(_SC("Z"), &Vector3::z) // Core Meta-methods .Func(_SC("_tostring"), &Vector3::ToString) .SquirrelFunc(_SC("_typename"), &Vector3::Typename) .Func(_SC("_cmp"), &Vector3::Cmp) // Meta-methods .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("_add"), &Vector3::operator +) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("_sub"), &Vector3::operator -) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("_mul"), &Vector3::operator *) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("_div"), &Vector3::operator /) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("_modulo"), &Vector3::operator %) .Func< Vector3 (Vector3::*)(void) const >(_SC("_unm"), &Vector3::operator -) // Properties .Prop(_SC("Abs"), &Vector3::Abs) .Prop(_SC("NaN"), &Vector3::IsNaN) .Prop(_SC("Length"), &Vector3::GetLength, &Vector3::SetLength) .Prop(_SC("LengthSq"), &Vector3::GetLengthSquared, &Vector3::SetLengthSquared) .Prop(_SC("Normalized"), &Vector3::Normalized) // Member Methods .Func(_SC("SetScalar"), &Vector3::SetScalar) .Func(_SC("SetVector3"), &Vector3::SetVector3) .Func(_SC("SetVector3Ex"), &Vector3::SetVector3Ex) .Func(_SC("SetVector4"), &Vector3::SetVector4) .Func(_SC("SetVector4Ex"), &Vector3::SetVector4Ex) .Func(_SC("SetQuaternion"), &Vector3::SetQuaternion) .Func(_SC("SetQuaternionEx"), &Vector3::SetQuaternionEx) .Func(_SC("SetStr"), &Vector3::SetStr) .Func(_SC("Clear"), &Vector3::Clear) .Func(_SC("Normalize"), &Vector3::Normalize) .Func(_SC("Dot"), &Vector3::DotProduct) .Func(_SC("AbsDot"), &Vector3::AbsDotProduct) .Func(_SC("Cross"), &Vector3::CrossProduct) .Func(_SC("Angle"), &Vector3::Angle) .Func(_SC("DistanceTo"), &Vector3::GetDistanceTo) .Func(_SC("SqDistanceTo"), &Vector3::GetSquaredDistanceTo) .Func(_SC("IsBetweenPoints"), &Vector3::IsBetweenPoints) .Func(_SC("Interpolate"), &Vector3::Interpolate) .Func(_SC("Interpolated"), &Vector3::Interpolated) .Func(_SC("Rotated"), &Vector3::Rotated) .Func(_SC("RotateXZBy"), &Vector3::RotateXZBy) .Func(_SC("CenterRotateXZBy"), &Vector3::CenterRotateXZBy) .Func(_SC("RotateXYBy"), &Vector3::RotateXYBy) .Func(_SC("CenterRotateXYBy"), &Vector3::CenterRotateXYBy) .Func(_SC("RotateYZBy"), &Vector3::RotateYZBy) .Func(_SC("CenterRotateYZBy"), &Vector3::CenterRotateYZBy) // Member Overloads .Overload< void (Vector3::*)(void) >(_SC("Generate"), &Vector3::Generate) .Overload< void (Vector3::*)(Val, Val) >(_SC("Generate"), &Vector3::Generate) .Overload< void (Vector3::*)(Val, Val, Val, Val, Val, Val) >(_SC("Generate"), &Vector3::Generate) // Static Overloads .StaticOverload< const Vector3 & (*)(CSStr) >(_SC("FromStr"), &Vector3::Get) .StaticOverload< const Vector3 & (*)(CSStr, SQChar) >(_SC("FromStr"), &Vector3::Get) // Static Functions .StaticFunc(_SC("GetDelimiter"), &SqGetDelimiter< Vector3 >) .StaticFunc(_SC("SetDelimiter"), &SqSetDelimiter< Vector3 >) // Operator Exposure .Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opAddAssign"), &Vector3::operator +=) .Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opSubAssign"), &Vector3::operator -=) .Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opMulAssign"), &Vector3::operator *=) .Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opDivAssign"), &Vector3::operator /=) .Func< Vector3 & (Vector3::*)(const Vector3 &) >(_SC("opModAssign"), &Vector3::operator %=) .Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opAddAssignS"), &Vector3::operator +=) .Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opSubAssignS"), &Vector3::operator -=) .Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opMulAssignS"), &Vector3::operator *=) .Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opDivAssignS"), &Vector3::operator /=) .Func< Vector3 & (Vector3::*)(Vector3::Value) >(_SC("opModAssignS"), &Vector3::operator %=) .Func< Vector3 & (Vector3::*)(void) >(_SC("opPreInc"), &Vector3::operator ++) .Func< Vector3 & (Vector3::*)(void) >(_SC("opPreDec"), &Vector3::operator --) .Func< Vector3 (Vector3::*)(int) >(_SC("opPostInc"), &Vector3::operator ++) .Func< Vector3 (Vector3::*)(int) >(_SC("opPostDec"), &Vector3::operator --) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opAdd"), &Vector3::operator +) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opSub"), &Vector3::operator -) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opMul"), &Vector3::operator *) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opDiv"), &Vector3::operator /) .Func< Vector3 (Vector3::*)(const Vector3 &) const >(_SC("opMod"), &Vector3::operator %) .Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opAddS"), &Vector3::operator +) .Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opSubS"), &Vector3::operator -) .Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opMulS"), &Vector3::operator *) .Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opDivS"), &Vector3::operator /) .Func< Vector3 (Vector3::*)(Vector3::Value) const >(_SC("opModS"), &Vector3::operator %) .Func< Vector3 (Vector3::*)(void) const >(_SC("opUnPlus"), &Vector3::operator +) .Func< Vector3 (Vector3::*)(void) const >(_SC("opUnMinus"), &Vector3::operator -) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opEqual"), &Vector3::operator ==) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opNotEqual"), &Vector3::operator !=) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opLessThan"), &Vector3::operator <) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opGreaterThan"), &Vector3::operator >) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opLessEqual"), &Vector3::operator <=) .Func< bool (Vector3::*)(const Vector3 &) const >(_SC("opGreaterEqual"), &Vector3::operator >=) ); } } // Namespace:: SqMod