Vec3/include/vec3.h

42 lines
1.0 KiB
C++

#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <limits>
template <typename T> struct Vec3 {
T x;
T y;
T z;
inline Vec3<T> operator+(Vec3<T> other) const {
return {x + other.x, y + other.y, z + other.z};
};
inline Vec3<T> operator-(Vec3<T> other) const {
return {x - other.x, y - other.y, z - other.z};
};
inline Vec3 scale(T scalar) { return {x * scalar, y * scalar, z * scalar}; };
inline T dot(Vec3<T> other) const {
return x * other.x + y * other.y + z * other.z;
}
inline Vec3<T> cross(Vec3<T> other) const {
return {y * other.z - z * other.y, z * other.x - x * other.z,
x * other.y - y * other.x};
}
inline T squared_norm2() const { return x * x + y * y + z * z; }
inline T norm2() const { return std::sqrt(squared_norm2()); }
inline Vec3<T> normalized() {
// Add epsilon to the norm for stability when the norm is 0
T norm = std::max(norm2(), std::numeric_limits<T>::epsilon());
return {x / norm, y / norm, z / norm};
}
};
#endif