--- /dev/null
+inline void Vector3::normalize()
+{
+ float len = (float)sqrt(x * x + y * y + z * z);
+ if(len != 0.0f) {
+ x /= len;
+ y /= len;
+ z /= len;
+ }
+}
+
+inline float &Vector3::operator[] (int idx)
+{
+ return idx == 0 ? x : (idx == 1 ? y : z);
+}
+
+inline const float &Vector3::operator[] (int idx) const
+{
+ return idx == 0 ? x : (idx == 1 ? y : z);
+}
+
+inline Vector3 operator -(const Vector3 &v)
+{
+ return Vector3(-v.x, -v.y, -v.z);
+}
+
+inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
+{
+ return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
+}
+
+inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
+{
+ return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
+}
+
+inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
+{
+ return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
+}
+
+inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
+{
+ return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
+}
+
+inline Vector3 operator *(const Vector3 &v, float s)
+{
+ return Vector3(v.x * s, v.y * s, v.z * s);
+}
+
+inline Vector3 operator *(float s, const Vector3 &v)
+{
+ return Vector3(s * v.x, s * v.y, s * v.z);
+}
+
+inline Vector3 operator /(const Vector3 &v, float s)
+{
+ return Vector3(v.x / s, v.y / s, v.z / s);
+}
+
+inline Vector3 operator /(float s, const Vector3 &v)
+{
+ return Vector3(s / v.x, s / v.y, s / v.z);
+}
+
+inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
+{
+ a.x += b.x;
+ a.y += b.y;
+ a.z += b.z;
+ return a;
+}
+
+inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
+{
+ a.x -= b.x;
+ a.y -= b.y;
+ a.z -= b.z;
+ return a;
+}
+
+inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
+{
+ a.x *= b.x;
+ a.y *= b.y;
+ a.z *= b.z;
+ return a;
+}
+
+inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
+{
+ a.x /= b.x;
+ a.y /= b.y;
+ a.z /= b.z;
+ return a;
+}
+
+inline Vector3 &operator *=(Vector3 &v, float s)
+{
+ v.x *= s;
+ v.y *= s;
+ v.z *= s;
+ return v;
+}
+
+inline Vector3 &operator /=(Vector3 &v, float s)
+{
+ v.x /= s;
+ v.y /= s;
+ v.z /= s;
+ return v;
+}
+
+inline bool operator ==(const Vector3 &a, const Vector3 &b)
+{
+ return a.x == b.x && a.y == b.y && a.z == b.z;
+}
+
+inline bool operator !=(const Vector3 &a, const Vector3 &b)
+{
+ return !(a == b);
+}
+
+inline float dot(const Vector3 &a, const Vector3 &b)
+{
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+}
+
+inline Vector3 cross(const Vector3 &a, const Vector3 &b)
+{
+ return Vector3(a.y * b.z - a.z * b.y,
+ a.z * b.x - a.x * b.z,
+ a.x * b.y - a.y * b.x);
+}
+
+inline float length(const Vector3 &v)
+{
+ return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
+}
+
+inline float length_sq(const Vector3 &v)
+{
+ return v.x * v.x + v.y * v.y + v.z * v.z;
+}
+
+inline Vector3 normalize(const Vector3 &v)
+{
+ float len = length(v);
+ if(len == 0.0f) {
+ return v;
+ }
+
+ return Vector3(v.x / len, v.y / len, v.z / len);
+}
+
+inline Vector3 reflect(const Vector3 &v, const Vector3 &n)
+{
+ return v - n * dot(n, v) * 2.0;
+}
+
+inline Vector3 refract(const Vector3 &v, const Vector3 &n, float ior)
+{
+ float ndotv = dot(n, v);
+ float k = 1.0f - ior * ior * (1.0f - ndotv * ndotv);
+ if(k < 0.0f) {
+ return Vector3();
+ }
+ return ior * v - (ior * ndotv + sqrt(k)) * n;
+}
+
+inline Vector3 refract(const Vector3 &v, const Vector3 &n, float from_ior, float to_ior)
+{
+ if(to_ior == 0.0f) to_ior = 1.0f;
+ return refract(v, n, from_ior / to_ior);
+}
+
+inline float distance(const Vector3 &a, const Vector3 &b)
+{
+ return length(a - b);
+}
+
+inline float distance_sq(const Vector3 &a, const Vector3 &b)
+{
+ return length_sq(a - b);
+}
+
+inline Vector3 faceforward(const Vector3 &n, const Vector3 &vi, const Vector3 &ng)
+{
+ return dot(ng, vi) < 0.0f ? n : -n;
+}
+
+inline Vector3 major(const Vector3 &v)
+{
+ int m = major_idx(v);
+ Vector3 res;
+ res[m] = v[m];
+ return res;
+}
+
+inline int major_idx(const Vector3 &v)
+{
+ return fabs(v.x) >= fabs(v.y) && fabs(v.x) > fabs(v.z) ? 0 :
+ (fabs(v.y) >= fabs(v.z) ? 1 : 2);
+}
+
+inline Vector3 proj_axis(const Vector3 &v, const Vector3 &axis)
+{
+ return axis * dot(v, axis);
+}
+
+
+inline Vector3 rotate(const Vector3 &v, const Quaternion &q)
+{
+ return v; // TODO
+}
+
+inline Vector3 rotate(const Vector3 &v, const Vector3 &axis, float angle)
+{
+ return v; // TODO
+}
+
+inline Vector3 rotate(const Vector3 &v, const Vector3 &euler)
+{
+ return v; // TODO
+}