#include "vector.hpp" #include #include #include Vec2d::Vec2d() { set(0, 0); } Vec2d::Vec2d(double x, double y) { set(x, y); } void Vec2d::set(double x, double y) { m_x = x; m_y = y; } Vec3d::Vec3d() { set(0, 0, 0); } Vec3d::Vec3d(double x, double y, double z) { set(x, y, z); } void Vec3d::set(double x, double y, double z) { m_x = x; m_y = y; m_z = z; } void Vec3d::normalize() { auto len = length(); if (len == 0) { throw std::runtime_error("Normalizing zero vector"); } m_x /= len; m_y /= len; m_z /= len; } double Vec3d::length() const { return sqrt(m_x * m_x + m_y * m_y + m_z * m_z); } double Vec3d::dot(const Vec3d &vec) const { return m_x * vec.m_x + m_y * vec.m_y + m_z * vec.m_z; } Vec3d Vec3d::cross(const Vec3d &vec) const { return Vec3d( m_y * vec.m_z - m_z * vec.m_y, m_z * vec.m_x - m_x * vec.m_z, m_x * vec.m_y - m_y * vec.m_x ); } Vec3d Vec3d::operator+(const Vec3d &vec) const { return Vec3d( m_x + vec.m_x, m_y + vec.m_y, m_z + vec.m_z ); } Vec3d& Vec3d::operator+=(const Vec3d &vec) { m_x += vec.m_x; m_y += vec.m_y; m_z += vec.m_z; return *this; } Vec3d Vec3d::operator-(const Vec3d &vec) const { return Vec3d( m_x - vec.m_x, m_y - vec.m_y, m_z - vec.m_z ); } Vec3d Vec3d::operator-() const { return Vec3d( -m_x, -m_y, -m_z ); } Vec3d Vec3d::operator*(double op) const { return Vec3d( m_x * op, m_y * op, m_z * op ); } Vec3d Vec3d::operator*(const Vec3d &vec) const { return Vec3d( m_x * vec.m_x, m_y * vec.m_y, m_z * vec.m_z ); } Vec3d Vec3d::operator/(double op) const { return Vec3d( m_x / op, m_y / op, m_z / op ); } std::ostream& operator<<(std::ostream &out, const Vec3d &v){ out << "[ " << v.m_x << ", " << v.m_y << ", " << v.m_z << " ]"; return out; }