moved stuff around, added a grayscale test.
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322
util/vectorlogic/vec3.hpp
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322
util/vectorlogic/vec3.hpp
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#ifndef VEC3_HPP
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#define VEC3_HPP
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#include <cmath>
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#include <algorithm>
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#include <string>
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#include <ostream>
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class Vec3 {
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public:
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float x, y, z;
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Vec3() : x(0), y(0), z(0) {}
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Vec3(float x, float y, float z) : x(x), y(y), z(z) {}
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Vec3(float scalar) : x(scalar), y(scalar), z(scalar) {}
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Vec3(const class Vec2& vec2, float z = 0.0f);
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// Arithmetic operations
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Vec3 operator+(const Vec3& other) const {
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return Vec3(x + other.x, y + other.y, z + other.z);
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}
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Vec3 operator-(const Vec3& other) const {
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return Vec3(x - other.x, y - other.y, z - other.z);
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}
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Vec3 operator*(const Vec3& other) const {
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return Vec3(x * other.x, y * other.y, z * other.z);
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}
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Vec3 operator/(const Vec3& other) const {
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return Vec3(x / other.x, y / other.y, z / other.z);
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}
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Vec3 operator+(float scalar) const {
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return Vec3(x + scalar, y + scalar, z + scalar);
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}
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Vec3 operator-(float scalar) const {
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return Vec3(x - scalar, y - scalar, z - scalar);
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}
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Vec3 operator-() const {
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return Vec3(-x, -y, -z);
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}
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Vec3 operator*(float scalar) const {
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return Vec3(x * scalar, y * scalar, z * scalar);
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}
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Vec3 operator/(float scalar) const {
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return Vec3(x / scalar, y / scalar, z / scalar);
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}
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Vec3& operator=(float scalar) {
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x = y = z = scalar;
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return *this;
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}
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Vec3& operator+=(const Vec3& other) {
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x += other.x;
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y += other.y;
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z += other.z;
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return *this;
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}
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Vec3& operator-=(const Vec3& other) {
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x -= other.x;
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y -= other.y;
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z -= other.z;
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return *this;
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}
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Vec3& operator*=(const Vec3& other) {
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x *= other.x;
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y *= other.y;
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z *= other.z;
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return *this;
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}
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Vec3& operator/=(const Vec3& other) {
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x /= other.x;
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y /= other.y;
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z /= other.z;
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return *this;
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}
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Vec3& operator+=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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return *this;
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}
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Vec3& operator-=(float scalar) {
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x -= scalar;
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y -= scalar;
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z -= scalar;
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return *this;
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}
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Vec3& operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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z *= scalar;
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return *this;
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}
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Vec3& operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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z /= scalar;
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return *this;
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}
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float dot(const Vec3& other) const {
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return x * other.x + y * other.y + z * other.z;
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}
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Vec3 cross(const Vec3& other) const {
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return Vec3(
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y * other.z - z * other.y,
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z * other.x - x * other.z,
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x * other.y - y * other.x
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);
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}
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float length() const {
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return std::sqrt(x * x + y * y + z * z);
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}
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float lengthSquared() const {
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return x * x + y * y + z * z;
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}
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float distance(const Vec3& other) const {
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return (*this - other).length();
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}
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float distanceSquared(const Vec3& other) const {
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Vec3 diff = *this - other;
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return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
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}
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Vec3 normalized() const {
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float len = length();
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if (len > 0) {
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return *this / len;
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}
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return *this;
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}
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bool operator==(const Vec3& other) const {
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return x == other.x && y == other.y && z == other.z;
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}
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bool operator!=(const Vec3& other) const {
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return x != other.x || y != other.y || z != other.z;
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}
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bool operator<(const Vec3& other) const {
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return (x < other.x) ||
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(x == other.x && y < other.y) ||
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(x == other.x && y == other.y && z < other.z);
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}
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bool operator<=(const Vec3& other) const {
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return (x < other.x) ||
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(x == other.x && y < other.y) ||
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(x == other.x && y == other.y && z <= other.z);
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}
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bool operator>(const Vec3& other) const {
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return (x > other.x) ||
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(x == other.x && y > other.y) ||
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(x == other.x && y == other.y && z > other.z);
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}
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bool operator>=(const Vec3& other) const {
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return (x > other.x) ||
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(x == other.x && y > other.y) ||
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(x == other.x && y == other.y && z >= other.z);
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}
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Vec3 abs() const {
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return Vec3(std::abs(x), std::abs(y), std::abs(z));
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}
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Vec3 floor() const {
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return Vec3(std::floor(x), std::floor(y), std::floor(z));
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}
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Vec3 ceil() const {
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return Vec3(std::ceil(x), std::ceil(y), std::ceil(z));
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}
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Vec3 round() const {
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return Vec3(std::round(x), std::round(y), std::round(z));
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}
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Vec3 min(const Vec3& other) const {
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return Vec3(std::min(x, other.x), std::min(y, other.y), std::min(z, other.z));
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}
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Vec3 max(const Vec3& other) const {
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return Vec3(std::max(x, other.x), std::max(y, other.y), std::max(z, other.z));
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}
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Vec3 clamp(const Vec3& minVal, const Vec3& maxVal) const {
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return Vec3(
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std::clamp(x, minVal.x, maxVal.x),
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std::clamp(y, minVal.y, maxVal.y),
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std::clamp(z, minVal.z, maxVal.z)
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);
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}
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Vec3 clamp(float minVal, float maxVal) const {
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return Vec3(
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std::clamp(x, minVal, maxVal),
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std::clamp(y, minVal, maxVal),
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std::clamp(z, minVal, maxVal)
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);
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}
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bool isZero(float epsilon = 1e-10f) const {
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return std::abs(x) < epsilon && std::abs(y) < epsilon && std::abs(z) < epsilon;
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}
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bool equals(const Vec3& other, float epsilon = 1e-10f) const {
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return std::abs(x - other.x) < epsilon &&
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std::abs(y - other.y) < epsilon &&
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std::abs(z - other.z) < epsilon;
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}
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friend Vec3 operator+(float scalar, const Vec3& vec) {
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return Vec3(scalar + vec.x, scalar + vec.y, scalar + vec.z);
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}
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friend Vec3 operator-(float scalar, const Vec3& vec) {
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return Vec3(scalar - vec.x, scalar - vec.y, scalar - vec.z);
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}
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friend Vec3 operator*(float scalar, const Vec3& vec) {
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return Vec3(scalar * vec.x, scalar * vec.y, scalar * vec.z);
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}
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friend Vec3 operator/(float scalar, const Vec3& vec) {
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return Vec3(scalar / vec.x, scalar / vec.y, scalar / vec.z);
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}
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Vec3 reflect(const Vec3& normal) const {
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return *this - 2.0f * this->dot(normal) * normal;
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}
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Vec3 lerp(const Vec3& other, float t) const {
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t = std::clamp(t, 0.0f, 1.0f);
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return *this + (other - *this) * t;
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}
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Vec3 slerp(const Vec3& other, float t) const {
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t = std::clamp(t, 0.0f, 1.0f);
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float dot = this->dot(other);
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dot = std::clamp(dot, -1.0f, 1.0f);
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float theta = std::acos(dot) * t;
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Vec3 relative = other - *this * dot;
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relative = relative.normalized();
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return (*this * std::cos(theta)) + (relative * std::sin(theta));
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}
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Vec3 rotateX(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Vec3(x, y * cosA - z * sinA, y * sinA + z * cosA);
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}
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Vec3 rotateY(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Vec3(x * cosA + z * sinA, y, -x * sinA + z * cosA);
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}
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Vec3 rotateZ(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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return Vec3(x * cosA - y * sinA, x * sinA + y * cosA, z);
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}
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float angleTo(const Vec3& other) const {
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return std::acos(this->dot(other) / (this->length() * other.length()));
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}
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float& operator[](int index) {
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return (&x)[index];
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}
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const float& operator[](int index) const {
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return (&x)[index];
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}
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std::string toString() const {
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return "(" + std::to_string(x) + ", " + std::to_string(y) + ", " + std::to_string(z) + ")";
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}
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};
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inline std::ostream& operator<<(std::ostream& os, const Vec3& vec) {
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os << vec.toString();
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return os;
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}
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namespace std {
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template<>
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struct hash<Vec3> {
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size_t operator()(const Vec3& v) const {
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return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1) ^ (hash<float>()(v.z) << 2);
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}
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};
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}
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#endif
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