1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
use std::{
    cmp::PartialEq,
    fmt::{Display, Result},
    ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Rem, RemAssign, Sub, SubAssign},
};

#[derive(Debug, Clone, Copy)]
pub struct Vec3D {
    pub x: f64,
    pub y: f64,
    pub z: f64,
}

impl Vec3D {
    pub const ZERO: Self = Vec3D::new(0.0, 0.0, 0.0);
    pub const ONE: Self = Vec3D::new(1.0, 1.0, 1.0);

    pub const fn new(x: f64, y: f64, z: f64) -> Self {
        Self { x, y, z }
    }

    pub fn as_tuple(&self) -> (f64, f64, f64) {
        (self.x, self.y, self.z)
    }

    pub fn dot(&self, other: Vec3D) -> f64 {
        self.x * other.x + self.y * other.y + self.z * other.z
    }

    pub fn magnitude(&self) -> f64 {
        (self.x.powi(2) + self.y.powi(2) + self.z.powi(2)).sqrt()
    }
}

impl Display for Vec3D {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> Result {
        write!(f, "Vec3D({}, {}, {})", self.x, self.y, self.z)
    }
}

impl PartialEq for Vec3D {
    fn eq(&self, other: &Self) -> bool {
        self.x == other.x && self.y == other.y && self.z == other.z
    }
}

impl Neg for Vec3D {
    type Output = Self;
    fn neg(self) -> Self::Output {
        Self::ZERO - self
    }
}

impl Add<Vec3D> for Vec3D {
    type Output = Vec3D;
    fn add(self, rhs: Self) -> Self::Output {
        Self {
            x: self.x + rhs.x,
            y: self.y + rhs.y,
            z: self.z + rhs.z,
        }
    }
}

impl AddAssign<Vec3D> for Vec3D {
    fn add_assign(&mut self, rhs: Self) {
        self.x += rhs.x;
        self.y += rhs.y;
        self.z += rhs.z;
    }
}

impl Sub<Vec3D> for Vec3D {
    type Output = Vec3D;
    fn sub(self, rhs: Vec3D) -> Self::Output {
        Self {
            x: self.x - rhs.x,
            y: self.y - rhs.y,
            z: self.z - rhs.z,
        }
    }
}

impl SubAssign<Vec3D> for Vec3D {
    fn sub_assign(&mut self, rhs: Vec3D) {
        self.x -= rhs.x;
        self.y -= rhs.y;
        self.z -= rhs.z;
    }
}

impl Mul<Vec3D> for Vec3D {
    type Output = Self;

    fn mul(self, rhs: Vec3D) -> Self::Output {
        Self::new(self.x * rhs.x, self.y * rhs.y, self.z * rhs.z)
    }
}

impl MulAssign<Vec3D> for Vec3D {
    fn mul_assign(&mut self, rhs: Self) {
        self.x *= rhs.x;
        self.y *= rhs.y;
        self.z *= rhs.z;
    }
}

impl Mul<f64> for Vec3D {
    type Output = Vec3D;

    fn mul(self, rhs: f64) -> Self::Output {
        Self::new(self.x * rhs, self.y * rhs, self.z * rhs)
    }
}

impl MulAssign<f64> for Vec3D {
    fn mul_assign(&mut self, rhs: f64) {
        self.x *= rhs;
        self.y *= rhs;
        self.z *= rhs;
    }
}

impl Div<f64> for Vec3D {
    type Output = Vec3D;

    fn div(self, rhs: f64) -> Self::Output {
        Self::new(self.x / rhs, self.y / rhs, self.z / rhs)
    }
}

impl DivAssign<f64> for Vec3D {
    fn div_assign(&mut self, rhs: f64) {
        self.x /= rhs;
        self.y /= rhs;
        self.z /= rhs;
    }
}

impl Rem<Vec3D> for Vec3D {
    type Output = Self;

    fn rem(self, rhs: Self) -> Self::Output {
        Self {
            x: self.x.rem_euclid(rhs.x),
            y: self.y.rem_euclid(rhs.y),
            z: self.z.rem_euclid(rhs.z),
        }
    }
}

impl RemAssign<Vec3D> for Vec3D {
    fn rem_assign(&mut self, rhs: Vec3D) {
        self.x = self.x.rem_euclid(rhs.x);
        self.y = self.y.rem_euclid(rhs.y);
        self.z = self.z.rem_euclid(rhs.z);
    }
}

impl From<(f64, f64, f64)> for Vec3D {
    fn from(value: (f64, f64, f64)) -> Self {
        Vec3D {
            x: value.0,
            y: value.1,
            z: value.2,
        }
    }
}