#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(); }