// Copyright (c) 2023 Oleg Kalachev // Repository: https://github.com/okalachev/flix // Lightweight vector library #pragma once class Vector : public Printable { public: float x, y, z; Vector(): x(0), y(0), z(0) {}; Vector(float x, float y, float z): x(x), y(y), z(z) {}; float norm() const { return sqrt(x * x + y * y + z * z); } bool zero() const { return x == 0 && y == 0 && z == 0; } void normalize() { float n = norm(); x /= n; y /= n; z /= n; } Vector operator * (const float b) const { return Vector(x * b, y * b, z * b); } Vector operator / (const float b) const { return Vector(x / b, y / b, z / b); } Vector operator + (const Vector& b) const { return Vector(x + b.x, y + b.y, z + b.z); } Vector operator - (const Vector& b) const { return Vector(x - b.x, y - b.y, z - b.z); } inline bool operator == (const Vector& b) const { return x == b.x && y == b.y && z == b.z; } inline bool operator != (const Vector& b) const { return !(*this == b); } inline bool finite() const { return isfinite(x) && isfinite(y) && isfinite(z); } static float dot(const Vector& a, const Vector& b) { return a.x * b.x + a.y * b.y + a.z * b.z; } static Vector cross(const Vector& a, const Vector& b) { return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } static float angleBetweenVectors(const Vector& a, const Vector& b) { return acos(dot(a, b) / (a.norm() * b.norm())); } static Vector angularRatesBetweenVectors(const Vector& u, const Vector& v) { Vector direction = cross(u, v); direction.normalize(); float angle = angleBetweenVectors(u, v); return direction * angle; } size_t printTo(Print& p) const { return p.print(x, 15) + p.print(" ") + p.print(y, 15) + p.print(" ") + p.print(z, 15); } };