Since your type is standard-layout, I think the only legal way to do this, as per the C++ standard, is with a union
that contains sub-objects with custom operator=
definitions.
With a union
, you're allowed to view the common-initial sequence of the active member, provided all types are standard-layout types. So if we carefully craft an object that shares the same common members (e.g. 3 float
objects in the same order), then we can "swizzle" between them without violating strict-aliasing.
For us to accomplish this, we will need to create a bunch of members that all have the same data in the same order, in standard-layout type.
As a simple example, lets create a basic proxy type:
template <int...Idx>
class Vector3Proxy
{
public:
// ...
template <int...UIdx,
typename = std::enable_if_t<(sizeof...(Idx)==sizeof...(UIdx))>>
auto operator=(const Vector3Proxy<UIdx...>& other) -> Vector3Proxy&
{
((m_data[Idx] = other.m_data[UIdx]),...);
return (*this);
}
auto operator=(float x) -> Vector3Proxy&
{
((m_data[Idx] = x),...);
return (*this);
}
// ...
private:
float m_data[3];
template <int...> friend class Vector3Proxy;
};
In this example, not all members of m_data
are used -- but they exist so that the "common-initial sequence" requirement is satisfied, which will allow us to view it through other standard-layout types within the union
.
This can be built up as much as you need; float
conversion for single-component operators, support for arithmetic, etc.
With a type like this, we can now build a Vector3
objects out of these proxy types
struct Vector3
{
union {
float _storage[3]; // for easy initialization
Vector3Proxy<0> x;
Vector3Proxy<1> y;
Vector3Proxy<2> z;
Vector3Proxy<0,1> xy;
Vector3Proxy<1,2> yz;
Vector3Proxy<0,2> xz;
// ...
};
};
Then the type can easily be used to assign to multiple values at once:
Vector3 x = {1,2,3};
x.xy = 5;
Or to assign components of one part to another:
Vector3 a = {1,2,3};
Vector3 b = {4,5,6};
a.xy = b.yz; // produces {5,6,3}
Live Example
This solution also ensures that sizeof(Vector3)
does not change, since all proxy objects are the same size.
Note: It's not valid in C++ to use a union
with anonymous struct
s, though some compilers support it. So although it might be tempting to rewrite this like:
union {
struct {
float x;
float y;
float z;
}; // invalid, since this is anonymous
struct {
...
} xy;
}
This is not valid in standard C++, and would not be a portable solution.