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From: Michael Fawcett (michael.fawcett_at_[hidden])
Date: 2006-09-21 08:54:51
On 9/21/06, Olivier Grant <olivier.grant_at_[hidden]> wrote:
> ok, what about this ?
>
> class vector3d_test
> {
> public:
> float x, y, z;
>
> float operator[]( int index ) const
> { return array[index]; }
>
> float & operator[]( int index )
> { return array[index]; }
>
> union
> {
> struct
> {
> float x;
> float y;
> float z;
> } coord;
> float array[3];
> };
> };
>
> but it means you have to call v.coord.x and v[0].
You can get around this using something like this:
template< typename T >
struct Vector4 {
typedef size_t size_type;
private:
typedef T Vector4<T>::* const vec[4];
static const vec v;
public:
T x, y, z, w;
Vector4(T _x = 0, T _y = 0, T _z = 0, T _w = 0):
x(_x), y(_y), z(_z), w(_w) {}
const T& operator[](size_type i) const {
return this->*v[i];
}
T& operator[](size_type i) {
return this->*v[i];
}
};
template< typename T >
const typename Vector4<T>::vec Vector4<T>::v = { &Vector4<T>::x,
&Vector4<T>::y, &Vector4<T>::z, &Vector4<T>::z };
Here's the original discussion from gamedev.net
http://www.gamedev.net/community/forums/topic.asp?topic_id=261920
This wasn't written by me, I just remembered it from there and thought
it might be interesting to you.
--Mike
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