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155 lines
4.3 KiB
C++
155 lines
4.3 KiB
C++
#ifndef VEC3H
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#define VEC3H
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//==================================================================================================
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// Written in 2016 by Peter Shirley <ptrshrl@gmail.com>
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//
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// To the extent possible under law, the author(s) have dedicated all copyright and related and
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// neighboring rights to this software to the public domain worldwide. This software is distributed
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// without any warranty.
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//
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// You should have received a copy (see file COPYING.txt) of the CC0 Public Domain Dedication along
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// with this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
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//==================================================================================================
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#include <iostream>
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#include <math.h>
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#include <stdlib.h>
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class vec3 {
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public:
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vec3() {}
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vec3(float e0, float e1, float e2) { e[0] = e0; e[1] = e1; e[2] = e2; }
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inline float x() const { return e[0]; }
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inline float y() const { return e[1]; }
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inline float z() const { return e[2]; }
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inline float r() const { return e[0]; }
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inline float g() const { return e[1]; }
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inline float b() const { return e[2]; }
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inline const vec3& operator+() const { return *this; }
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inline vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
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inline float operator[](int i) const { return e[i]; }
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inline float& operator[](int i) { return e[i]; }
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inline vec3& operator+=(const vec3 &v2);
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inline vec3& operator-=(const vec3 &v2);
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inline vec3& operator*=(const vec3 &v2);
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inline vec3& operator/=(const vec3 &v2);
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inline vec3& operator*=(const float t);
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inline vec3& operator/=(const float t);
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inline float length() const { return sqrt(e[0]*e[0] + e[1]*e[1] + e[2]*e[2]); }
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inline float squared_length() const { return e[0]*e[0] + e[1]*e[1] + e[2]*e[2]; }
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inline void make_unit_vector();
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float e[3];
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};
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inline std::istream& operator>>(std::istream &is, vec3 &t) {
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is >> t.e[0] >> t.e[1] >> t.e[2];
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return is;
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}
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inline std::ostream& operator<<(std::ostream &os, const vec3 &t) {
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os << t.e[0] << " " << t.e[1] << " " << t.e[2];
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return os;
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}
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inline void vec3::make_unit_vector() {
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float k = 1.0 / sqrt(e[0]*e[0] + e[1]*e[1] + e[2]*e[2]);
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e[0] *= k; e[1] *= k; e[2] *= k;
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}
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inline vec3 operator+(const vec3 &v1, const vec3 &v2) {
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return vec3(v1.e[0] + v2.e[0], v1.e[1] + v2.e[1], v1.e[2] + v2.e[2]);
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}
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inline vec3 operator-(const vec3 &v1, const vec3 &v2) {
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return vec3(v1.e[0] - v2.e[0], v1.e[1] - v2.e[1], v1.e[2] - v2.e[2]);
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}
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inline vec3 operator*(const vec3 &v1, const vec3 &v2) {
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return vec3(v1.e[0] * v2.e[0], v1.e[1] * v2.e[1], v1.e[2] * v2.e[2]);
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}
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inline vec3 operator/(const vec3 &v1, const vec3 &v2) {
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return vec3(v1.e[0] / v2.e[0], v1.e[1] / v2.e[1], v1.e[2] / v2.e[2]);
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}
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inline vec3 operator*(float t, const vec3 &v) {
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return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
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}
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inline vec3 operator/(vec3 v, float t) {
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return vec3(v.e[0]/t, v.e[1]/t, v.e[2]/t);
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}
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inline vec3 operator*(const vec3 &v, float t) {
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return vec3(t*v.e[0], t*v.e[1], t*v.e[2]);
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}
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inline float dot(const vec3 &v1, const vec3 &v2) {
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return v1.e[0] * v2.e[0]
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+ v1.e[1] * v2.e[1]
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+ v1.e[2] * v2.e[2];
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}
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inline vec3 cross(const vec3 &v1, const vec3 &v2) {
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return vec3(v1.e[1] * v2.e[2] - v1.e[2] * v2.e[1],
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v1.e[2] * v2.e[0] - v1.e[0] * v2.e[2],
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v1.e[0] * v2.e[1] - v1.e[1] * v2.e[0]);
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}
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inline vec3& vec3::operator+=(const vec3 &v){
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[2] += v.e[2];
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return *this;
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}
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inline vec3& vec3::operator*=(const vec3 &v){
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e[0] *= v.e[0];
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e[1] *= v.e[1];
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e[2] *= v.e[2];
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return *this;
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}
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inline vec3& vec3::operator/=(const vec3 &v){
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e[0] /= v.e[0];
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e[1] /= v.e[1];
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e[2] /= v.e[2];
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return *this;
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}
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inline vec3& vec3::operator-=(const vec3& v) {
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e[0] -= v.e[0];
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e[1] -= v.e[1];
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e[2] -= v.e[2];
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return *this;
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}
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inline vec3& vec3::operator*=(const float t) {
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e[0] *= t;
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e[1] *= t;
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e[2] *= t;
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return *this;
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}
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inline vec3& vec3::operator/=(const float t) {
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float k = 1.0f/t;
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e[0] *= k;
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e[1] *= k;
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e[2] *= k;
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return *this;
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}
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inline vec3 unit_vector(vec3 v) {
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return v / v.length();
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}
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#endif
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