/* * 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