103 lines
2.3 KiB
C++
103 lines
2.3 KiB
C++
#ifndef VEC3_H
|
|
#define VEC3_H
|
|
|
|
#include <cmath>
|
|
#include <iostream>
|
|
|
|
using std::sqrt;
|
|
|
|
class vec3 {
|
|
public:
|
|
vec3() : e{0,0,0} {}
|
|
vec3(float e0, float e1, float e2) : e{e0, e1, e2} {}
|
|
|
|
float x() const { return e[0]; }
|
|
float y() const { return e[1]; }
|
|
float z() const { return e[2]; }
|
|
|
|
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
|
|
float operator[](int i) const { return e[i]; }
|
|
float& operator[](int i) { return e[i]; }
|
|
|
|
vec3& operator+=(const vec3 &v) {
|
|
e[0] += v.e[0];
|
|
e[1] += v.e[1];
|
|
e[2] += v.e[2];
|
|
return *this;
|
|
}
|
|
|
|
vec3& operator*=(const float t) {
|
|
e[0] *= t;
|
|
e[1] *= t;
|
|
e[2] *= t;
|
|
return *this;
|
|
}
|
|
|
|
vec3& operator/=(const float t) {
|
|
return *this *= 1/t;
|
|
}
|
|
|
|
float length() const {
|
|
return sqrt(length_squared());
|
|
}
|
|
|
|
float length_squared() const {
|
|
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
|
|
}
|
|
|
|
public:
|
|
float e[3];
|
|
};
|
|
|
|
// Type aliases for vec3
|
|
using point3 = vec3; // 3D point
|
|
using color = vec3; // RGB color
|
|
|
|
// vec3 Utility Functions
|
|
|
|
inline std::ostream& operator<<(std::ostream &out, const vec3 &v) {
|
|
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
|
|
}
|
|
|
|
inline vec3 operator+(const vec3 &u, const vec3 &v) {
|
|
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
|
|
}
|
|
|
|
inline vec3 operator-(const vec3 &u, const vec3 &v) {
|
|
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
|
|
}
|
|
|
|
inline vec3 operator*(const vec3 &u, const vec3 &v) {
|
|
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
|
|
}
|
|
|
|
inline vec3 operator*(float t, const vec3 &v) {
|
|
return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
|
|
}
|
|
|
|
inline vec3 operator*(const vec3 &v, float t) {
|
|
return t * v;
|
|
}
|
|
|
|
inline vec3 operator/(vec3 v, float t) {
|
|
return (1/t) * v;
|
|
}
|
|
|
|
inline float dot(const vec3 &u, const vec3 &v) {
|
|
return u.e[0] * v.e[0]
|
|
+ u.e[1] * v.e[1]
|
|
+ u.e[2] * v.e[2];
|
|
}
|
|
|
|
inline vec3 cross(const vec3 &u, const vec3 &v) {
|
|
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
|
|
u.e[2] * v.e[0] - u.e[0] * v.e[2],
|
|
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
|
|
}
|
|
|
|
inline vec3 unit_vector(vec3 v) {
|
|
return v / v.length();
|
|
}
|
|
|
|
#endif
|