166 lines
3.5 KiB
C++
166 lines
3.5 KiB
C++
#ifndef VEC3H
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#define VEC3H
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#include <math.h>
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#include <stdlib.h>
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class vec3
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{
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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
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{
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return sqrt(e[0] * e[0] + e[1] * e[1] + e[2] * e[2]);
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}
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inline float squared_length() const
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{
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return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
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}
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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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// {
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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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// {
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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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{
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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;
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e[1] *= k;
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e[2] *= k;
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}
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inline vec3 operator+(const vec3 &v1, const vec3 &v2)
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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return 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 cross(const vec3 &v1, const vec3 &v2)
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{
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return vec3( (v1.e[1] * v2.e[2] - v1.e[2] * v2.e[1]),
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(- (v1.e[0] * v2.e[2] - v1.e[2] * v2.e[0])),
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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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{
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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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{
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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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{
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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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{
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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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{
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float k = 1.0 / 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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{
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return v / v.length();
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}
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#endif
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