/*
* 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 .
*/
#ifndef VEC_3
#define VEC_3
#include
#include
#include
class vec3
{
public:
std::array e;
vec3() : e { 0, 0, 0 } {}
vec3( double e0, double e1, double e2 ) : e { e0, e1, e2 } {}
double x() const;
double y() const;
double z() const;
vec3 operator-() const;
double operator[]( int i ) const;
double& operator[]( int i );
vec3& operator+=( const vec3& other );
vec3& operator*=( double t );
vec3& operator/=( double t );
double length() const;
double length_squared() const;
};
// 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();
}
#endif