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Vec3.h
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80 lines (56 loc) · 1.68 KB
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#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
class vec3 {
public:
double e[3];
vec3();
explicit vec3(double e0, double e1, double e2);
[[nodiscard]] double x() const;
[[nodiscard]] double y() const;
[[nodiscard]] double z() const;
vec3 operator-() const;
double operator[](int i) const;
double& operator[](int i);
vec3& operator+=(const vec3& v);
vec3& operator*=(double t);
vec3& operator/=(double t);
double length() const;
double length_squared() const;
};
inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
}
inline vec3 operator+(const vec3& u, const vec3& v) {
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v) {
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
inline vec3 operator*(const vec3& u, const vec3& v) {
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
inline vec3 operator*(double t, const vec3& v) {
return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
}
inline vec3 operator*(const vec3& v, double t) {
return t * v;
}
inline vec3 operator/(const vec3& v, double t) {
return (1/t) * v;
}
inline double dot(const vec3& u, const vec3& v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
inline vec3 cross(const vec3& u, const vec3& v) {
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
u.e[2] * v.e[0] - u.e[0] * v.e[2],
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
inline vec3 unit_vector(const vec3& v) {
return v / v.length();
}
#endif