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| #ifndef RENDER_C___VEC3_H #define RENDER_C___VEC3_H
#include <cmath> #include <iostream>
class vec3 { public: double e[3];
vec3(): e{0,0,0} {} vec3(double e0,double e1,double e2): e{e0,e1,e2} {}
double x() const{ return e[0]; } double y() const{ return e[1]; } double z() const{ return e[2]; }
vec3 operator-() const {return {-e[0],-e[1],-e[2]};} double operator[](int i) const { return e[i];} double & operator[](int i) {return e[i];}
vec3& operator+=(const vec3& v){ e[0] += v.e[0]; e[1] += v.e[1]; e[2] += v.e[2]; return *this; }
vec3& operator*=(double t){ e[0] *= t; e[1] *= t; e[2] *= t; return *this; }
vec3& operator/=(double t){ return *this *= 1/t; }
double length_squared() const{ return e[0]*e[0]+e[1]*e[1]+e[2]*e[2]; }
double length() const { return std::sqrt(length_squared()); } };
using point3 = vec3;
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 uint_vector(const vec3& v){ return v/v.length(); }
#endif
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