use std::ops::{Add, Div, Mul, Sub}; #[derive(Copy, Clone)] struct Vector3 { x: f64, y: f64, z: f64, } impl Vector3 { fn new(x: f64, y: f64, z: f64) -> Vector3 { Vector3 { x, y, z } } } impl Add for Vector3 { type Output = Vector3; fn add(self, rhs: Vector3) -> Self::Output { Vector3::new(self.x + rhs.x, self.y + rhs.y, self.z + rhs.z) } } impl Sub for Vector3 { type Output = Vector3; fn sub(self, rhs: Vector3) -> Self::Output { Vector3::new(self.x - rhs.x, self.y - rhs.y, self.z - rhs.z) } } impl Mul for Vector3 { type Output = Vector3; fn mul(self, rhs: f64) -> Self::Output { Vector3::new(self.x * rhs, self.y * rhs, self.z * rhs) } } impl Mul for f64 { type Output = Vector3; fn mul(self, rhs: Vector3) -> Self::Output { Vector3::new(self * rhs.x, self * rhs.y, self * rhs.z) } } impl Mul for Vector3 { type Output = f64; fn mul(self, rhs: Vector3) -> Self::Output { self.x * rhs.x + self.y * rhs.y + self.z * rhs.z } } impl Div for Vector3 { type Output = Vector3; fn div(self, rhs: f64) -> Self::Output { Vector3::new(self.x / rhs, self.y / rhs, self.z / rhs) } } #[derive(Copy, Clone)] struct Point3 { x: f64, y: f64, z: f64, } impl Point3 { fn new(x: f64, y: f64, z: f64) -> Point3 { Point3 { x, y, z } } } impl Add for Point3 { type Output = Point3; fn add(self, rhs: Vector3) -> Self::Output { Point3::new(self.x + rhs.x, self.y + rhs.y, self.z + rhs.z) } } impl Sub for Point3 { type Output = Vector3; fn sub(self, rhs: Point3) -> Self::Output { Vector3::new(self.x - rhs.x, self.y - rhs.y, self.z - rhs.z) } } fn main() { let vec1 = Vector3::new(1.0, 0.0, 0.0); let vec2 = Vector3::new(1.0, 1.0, 0.0); let vec3 = vec1 + vec2; let vec4 = vec1 - vec2; let vec5 = vec4 * 3.14159; let vec6 = 3.14159 * vec3; let dot_product = vec1 * vec2; let vec7 = vec6 / 3.14159; println!("x = {}, y = {}, z = {}", vec3.x, vec3.y, vec3.z); println!("x = {}, y = {}, z = {}", vec4.x, vec4.y, vec4.z); println!("x = {}, y = {}, z = {}", vec5.x, vec5.y, vec5.z); println!("x = {}, y = {}, z = {}", vec6.x, vec6.y, vec6.z); println!("dot_product = {}", dot_product); println!("x = {}, y = {}, z = {}", vec7.x, vec7.y, vec7.z); let p1 = Point3::new(0.0, 0.0, 0.0); let p2 = Point3::new(1.0, 2.0, 3.0); let vec8 = p1 - p2; println!("x = {}, y = {}, z = {}", vec8.x, vec8.y, vec8.z); let p3 = p2 + vec6; println!("x = {}, y = {}, z = {}", p3.x, p3.y, p3.z); }