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vec3.hpp
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vec3.hpp
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#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
using std::sqrt;
using namespace std;
class vec3
{
public:
//CONSTRUCTORS
vec3()
{
o[0] = 0.0;
o[1] = 0.0;
o[2] = 0.0;}
vec3(double o1, double o2, double o3)
{
o[0] = o1;
o[1] = o2;
o[2] = o3;
}
//GETTERS
double x() const {return o[0];}
double y() const {return o[1];}
double z() const {return o[2];}
//OPERATOR MAGIC - the walls told me to do it...
vec3 operator-() const {return vec3(-o[0], -o[1], -o[2]);}
double operator[] (int i) const {return o[i];}
double& operator[] (int i) {return o[i];}
vec3& operator+=(const vec3 &v)
{
o[0] += v.o[0];
o[1] += v.o[1];
o[2] += v.o[2];
return *this;
}
vec3& operator*=(const double t)
{
o[0] *= t;
o[1] *= t;
o[2] *= t;
return *this;
}
vec3& operator/=(const double t)
{
return *this *= 1/t; //hehe tricky tricky
}
double length() const
{
return sqrt(length_squared());
}
double length_squared() const
{
return o[0] * o[0] + o[1] * o[1] + o[2] * o[2];
}
public:
//VALUES
double o[3];
};
//Aliases, Secret Identities, AKA
using point3 = vec3;
using color = vec3;
//OTHER UTILITIES
inline ostream& operator<<(ostream &out, const vec3 &v)
{
return out << v.o[0] << ' ' << v.o[1] << ' ' << v.o[2];
}
inline vec3 operator+(const vec3 &u, const vec3 &v)
{
return vec3(u.o[0] + v.o[0], u.o[1] + v.o[1], u.o[2] + v.o[2]);
}
inline vec3 operator-(const vec3 &u, const vec3 &v)
{
return vec3(u.o[0] - v.o[0], u.o[1] - v.o[1], u.o[2] - v.o[2]);
}
inline vec3 operator*(const vec3 &u, const vec3 &v)
{
return vec3(u.o[0] * v.o[0], u.o[1] * v.o[1], u.o[2] * v.o[2]);
}
inline vec3 operator/(const vec3 &u, const vec3 &v)
{
return vec3(u.o[0] / v.o[0], u.o[1] / v.o[1], u.o[2] / v.o[2]);
}
inline vec3 operator*(double t, const vec3 &v)
{
return vec3(t*v.o[0], t*v.o[1], t*v.o[2]);
}
inline vec3 operator*(const vec3 &v, double t)
{
return t * v;
}
inline vec3 operator/(vec3 v, double t)
{
return (1/t) * v;
}
inline bool operator<=(const point3& v1, const point3& v2)
{
if (v1.o[0] <= v2.o[0] && v1.o[1] <= v2.o[1] && v1.o[2] <= v2.o[2])
{
return true;
}
else
{
return false;
}
}
inline bool operator>=(const vec3 v1, const vec3 v2)
{
if (v1.o[0] >= v2.o[0] && v1.o[1] >= v2.o[1] && v1.o[2] >= v2.o[2])
{
return true;
}
else
{
return false;
}
}
inline double dot(const vec3 &u, const vec3 &v)
{
return u.o[0] * v.o[0]
+ u.o[1] * v.o[1]
+ u.o[2] * v.o[2];
}
inline vec3 cross(const vec3 &u, const vec3 &v)
{
return vec3(u.o[1] * v.o[2] - u.o[2] * v.o[1],
u.o[2] * v.o[0] - u.o[0] * v.o[2],
u.o[0] * v.o[1] - u.o[1] * v.o[0]);
}
inline vec3 unit_vector(vec3 v)
{
return v / v.length();
}
inline double maximize(vec3 v)
{
if (abs(v.x()) > abs(v.y()) && abs(v.x()) > abs(v.z()))
{
return v.x();
}
else if (abs(v.y()) > abs(v.x()) && abs(v.y()) > abs(v.z()))
{
return v.y();
}
else
{
return v.z();
}
}
inline vec3 epsilon(vec3 v)
{
double offX = ((double) rand() / (RAND_MAX));
double offY = ((double) rand() / (RAND_MAX));
double offZ = ((double) rand() / (RAND_MAX));
vec3 out(v.x() + offX, v.y() + offY, v.z() + offZ);
return out;
}
#endif