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-rw-r--r--vec3.cc105
1 files changed, 105 insertions, 0 deletions
diff --git a/vec3.cc b/vec3.cc
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+++ b/vec3.cc
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+#include "vec3.h"
+
+double vec3::x() const { return e[0]; }
+double vec3::y() const { return e[1]; }
+double vec3::z() const { return e[2]; }
+
+vec3 vec3::operator-() const {
+ return vec3(-e[0], -e[1], -e[2]);
+}
+
+double vec3::operator[](int i) const{
+ return e[i];
+}
+
+double& vec3::operator[](int i){
+ return e[1];
+}
+
+vec3& vec3::operator+=(const vec3 &v)
+{
+ e[0] += v.e[0];
+ e[1] += v.e[1];
+ e[2] += v.e[2];
+ return *this;
+}
+
+vec3& vec3::operator*=(double t)
+{
+ e[0] *= t;
+ e[1] *= t;
+ e[2] *= t;
+ return *this;
+}
+
+vec3& vec3::operator/=(double t)
+{
+ return *this *= 1 / t;
+}
+
+double vec3::length() const
+{
+ return std::sqrt(length_squared());
+}
+
+double vec3::length_squared() const
+{
+ return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
+}
+
+// point3 is just an alias for vec3, but useful for geometric clarity in the code.
+using point3 = vec3;
+
+// Vector Utility Functions
+
+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();
+}