#include "point3d.h" Point3D::Point3D() : Point2D() , _z(0.0f) { } Point3D::Point3D(float x, float y, float z) : Point2D(x, y) , _z(z) { } Point3D::Point3D(Point2D point, float z) : Point2D(point) , _z(z) { } Point3D::~Point3D() { } void Point3D::Saisie(float x, float y, float z) { Point2D::Saisie(x, y); _z = z; } void Point3D::Affiche() { std::cout << "[POINT] X= " << _x << "\tY=" << _y << "\tZ= " << _z << std::endl; } Point3D Point3D::operator+(const Point3D& other) { return { this->_x + other._x, this->_y + other._y, this->_z + other._z }; } Point3D Point3D::operator+(const Point2D& other) { Point3D returnOther(other,0.0f); return { this->_x + returnOther._x, this->_y + returnOther._y, this->_z + returnOther._z }; } /* Point3D operator+(const Point2D& point2d, const Point3D& point3d) { Point3D returnOther(point2d,0.0f); return { point3d._x + returnOther._x, point3d._y + returnOther._y, point3d._z + returnOther._z }; } */ Point3D operator*(int value, const Point3D& point) { return { point._x*value, point._y*value , point._z*value }; } // Dans les deux sens, un second operator* doit être crée. Point3D operator*(const Point3D& point, int value) { return (value*point); }