Operator << u ovoj vektor klasi je overloadan tako da piše "(" varijabla1 "," varijabla2 "," varijabla3 ")". Kako bi ga hipotetski de-overloadao tako da opet piše normalno. Recimo da ova vektor klasa ima još neke metode i ja sad želim da << piše te metode normalno. Što bi trebao napisati i gdje?
Code:
#include <d3dx10.h>
#include <iostream>
using namespace std;
// Overload the "<<" operators so that we can use cout to
// output D3DXVECTOR3 objects.
ostream& operator<<(ostream& os, D3DXVECTOR3& v)
{
os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
}
int main()
{
// Using constructor, D3DXVECTOR3(FLOAT x, FLOAT y, FLOAT z);
D3DXVECTOR3 u(1.0f, 2.0f, 3.0f);
// Using constructor, D3DXVECTOR3(CONST FLOAT *);
float x[3] = {-2.0f, 1.0f, -3.0f};
D3DXVECTOR3 v(x);
// Using constructor, D3DXVECTOR3() {};
D3DXVECTOR3 a, b, c, d, e;
// Vector addition: D3DXVECTOR3 operator +
a = u + v;
// Vector subtraction: D3DXVECTOR3 operator -
b = u - v;
// Scalar multiplication: D3DXVECTOR3 operator *
c = u * 10;
// ||u||
float L = D3DXVec3Length(&u);
// d = u / ||u||
D3DXVec3Normalize(&d, &u);
// s = u dot v
float s = D3DXVec3Dot(&u, &v);
// e = u x v
D3DXVec3Cross(&e, &u, &v);
cout << "u = " << u << endl;
cout << "v = " << v << endl;
cout << "a = u + v = " << a << endl;
cout << "b = u - v = " << b << endl;
cout << "c = u * 10 = " << c << endl;
cout << "d = u / ||u|| = " << d << endl;
cout << "e = u x v = " << e << endl;
cout << "L = ||u|| = " << L << endl;
cout << "s = u.v = " << s << endl;
return 0;
}
#include <d3dx10.h>
#include <iostream>
using namespace std;
// Overload the "<<" operators so that we can use cout to
// output D3DXVECTOR3 objects.
ostream& operator<<(ostream& os, D3DXVECTOR3& v)
{
os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
}
int main()
{
// Using constructor, D3DXVECTOR3(FLOAT x, FLOAT y, FLOAT z);
D3DXVECTOR3 u(1.0f, 2.0f, 3.0f);
// Using constructor, D3DXVECTOR3(CONST FLOAT *);
float x[3] = {-2.0f, 1.0f, -3.0f};
D3DXVECTOR3 v(x);
// Using constructor, D3DXVECTOR3() {};
D3DXVECTOR3 a, b, c, d, e;
// Vector addition: D3DXVECTOR3 operator +
a = u + v;
// Vector subtraction: D3DXVECTOR3 operator -
b = u - v;
// Scalar multiplication: D3DXVECTOR3 operator *
c = u * 10;
// ||u||
float L = D3DXVec3Length(&u);
// d = u / ||u||
D3DXVec3Normalize(&d, &u);
// s = u dot v
float s = D3DXVec3Dot(&u, &v);
// e = u x v
D3DXVec3Cross(&e, &u, &v);
cout << "u = " << u << endl;
cout << "v = " << v << endl;
cout << "a = u + v = " << a << endl;
cout << "b = u - v = " << b << endl;
cout << "c = u * 10 = " << c << endl;
cout << "d = u / ||u|| = " << d << endl;
cout << "e = u x v = " << e << endl;
cout << "L = ||u|| = " << L << endl;
cout << "s = u.v = " << s << endl;
return 0;
}