/* * Copyright (C) 2026 Richard * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #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 { -e[0], -e[1], -e[2] }; } double vec3::operator[]( int i ) const { return e.at( i ); } double& vec3::operator[]( int i ) { return e.at( i ); } vec3& vec3::operator+=( const vec3& other ) { e[0] += other.e[0]; e[1] += other.e[1]; e[2] += other.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 { 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 { 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 { 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 { 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 { 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(); }