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vec3.cpp
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vec3.cpp
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#include "vec3.h"
#include "random.h"
#include <cmath>
using std::cout; using std::endl;
vec3::vec3()
{
components[0] = 0;
components[1] = 0;
components[2] = 0;
}
vec3::vec3(const vec3 ©)
{
components[0] = copy.x();
components[1] = copy.y();
components[2] = copy.z();
}
vec3::vec3(double x, double y, double z)
{
components[0] = x;
components[1] = y;
components[2] = z;
}
void vec3::print()
{
// Will print matlab syntax vector. Output will be like: [2.09, 5.3, 9.1];
cout << "[" << components[0] << ", " << components[1] << ", " << components[2] << "]" << endl;
}
void vec3::print(string name)
{
// Will print matlab syntax vector with a name. Output will be like: A = [2.09, 5.3, 9.1];
cout << name << " = ";
print();
}
vec3 vec3::cross(vec3 aVector)
{
return vec3(y()*aVector.z()-z()*aVector.y(), z()*aVector.x()-x()*aVector.z(), x()*aVector.y()-y()*aVector.x());
}
double vec3::lengthSquared()
{
// Returns the square of the length (or norm) of the vector
return components[0]*components[0]+components[1]*components[1]+components[2]*components[2];
}
double vec3::length()
{
// Returns the length (or norm) of the vector
return sqrt(lengthSquared());
}
void vec3::set(double x, double y, double z)
{
setX(x);
setY(y);
setZ(z);
}
void vec3::randomGaussian(double mean, double standardDeviation)
{
components[0] = Random::nextGaussian(mean, standardDeviation);
components[1] = Random::nextGaussian(mean, standardDeviation);
components[2] = Random::nextGaussian(mean, standardDeviation);
}
vec3 &vec3::operator+=(double rhs)
{
components[0] += rhs;
components[1] += rhs;
components[2] += rhs;
return *this;
}
vec3 &vec3::operator+=(vec3 rhs)
{
components[0] += rhs[0];
components[1] += rhs[1];
components[2] += rhs[2];
return *this;
}
vec3 &vec3::operator*=(double rhs)
{
components[0] *= rhs;
components[1] *= rhs;
components[2] *= rhs;
return *this;
}
vec3 &vec3::operator*=(vec3 rhs)
{
components[0] *= rhs[0];
components[1] *= rhs[1];
components[2] *= rhs[2];
return *this;
}
vec3 &vec3::operator-=(double rhs)
{
components[0] -= rhs;
components[1] -= rhs;
components[2] -= rhs;
return *this;
}
vec3 &vec3::operator-=(vec3 rhs)
{
components[0] -= rhs[0];
components[1] -= rhs[1];
components[2] -= rhs[2];
return *this;
}
vec3 &vec3::operator/=(double rhs)
{
components[0] /= rhs;
components[1] /= rhs;
components[2] /= rhs;
return *this;
}
vec3 &vec3::operator/=(vec3 rhs)
{
components[0] /= rhs[0];
components[1] /= rhs[1];
components[2] /= rhs[2];
return *this;
}
std::ostream &operator<<(std::ostream &os, const vec3 &myVector) // Allows cout << myVector << endl;
{
os << "[" << myVector.x() << ", " << myVector.y() << ", " << myVector.z() << "];";
return os;
}