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2019-01-14 09:46:47 +01:00

164 lines
3.5 KiB
C++

#ifndef VEC3H
#define VEC3H
#include <math.h>
#include <stdlib.h>
class vec3
{
public:
vec3() {}
vec3(float e0, float e1, float e2) { e[0] = e0; e[1] = e1; e[2] = e2; }
inline float x() const { return e[0]; }
inline float y() const { return e[1]; }
inline float z() const { return e[2]; }
inline float r() const { return e[0]; }
inline float g() const { return e[1]; }
inline float b() const { return e[2]; }
inline const vec3& operator+() const { return *this; }
inline vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
inline float operator[](int i) const { return e[i]; }
inline float& operator[](int i) { return e[i]; }
inline vec3& operator+=(const vec3 &v2);
inline vec3& operator-=(const vec3 &v2);
inline vec3& operator*=(const vec3 &v2);
inline vec3& operator/=(const vec3 &v2);
inline vec3& operator*=(const float t);
inline vec3& operator/=(const float t);
inline float length() const
{
return sqrt(e[0] * e[0] + e[1] * e[1] + e[2] * e[2]);
}
inline float squared_length() const
{
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
inline void make_unit_vector();
float e[3];
};
// inline std::istream& operator>>(std::istream &is, vec3 &t)
// {
// is >> t.e[0] >> t.e[1] >> t.e[2];
// return is;
// }
// inline std::ostream& operator<<(std::ostream &os, const vec3 &t)
// {
// os << t.e[0] << " " << t.e[1] << " " << t.e[2];
// return os;
// }
inline void vec3::make_unit_vector()
{
float k = 1.0 / sqrt(e[0] * e[0] + e[1] * e[1] + e[2] * e[2]);
e[0] *= k;
e[1] *= k;
e[2] *= k;
}
inline vec3 operator+(const vec3 &v1, const vec3 &v2)
{
return vec3(v1.e[0] + v2.e[0], v1.e[1] + v2.e[1], v1.e[2] + v2.e[2]);
}
inline vec3 operator-(const vec3 &v1, const vec3 &v2)
{
return vec3(v1.e[0] - v2.e[0], v1.e[1] - v2.e[1], v1.e[2] - v2.e[2]);
}
inline vec3 operator*(const vec3 &v1, const vec3 &v2)
{
return vec3(v1.e[0] * v2.e[0], v1.e[1] * v2.e[1], v1.e[2] * v2.e[2]);
}
inline vec3 operator/(const vec3 &v1, const vec3 &v2)
{
return vec3(v1.e[0] / v2.e[0], v1.e[1] / v2.e[1], v1.e[2] / v2.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/(vec3 v, float t)
{
return vec3(v.e[0]/t, v.e[1]/t, v.e[2]/t);
}
inline vec3 operator*(const vec3 &v, float t)
{
return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
}
inline float dot(const vec3 &v1, const vec3 &v2)
{
return v1.e[0] * v2.e[0] + v1.e[1] * v2.e[1] + v1.e[2] * v2.e[2];
}
inline vec3 cross(const vec3 &v1, const vec3 &v2)
{
return vec3( (v1.e[1] * v2.e[2] - v1.e[2] * v2.e[1]),
(- (v1.e[0] * v2.e[2] - v1.e[2] * v2.e[0])),
(v1.e[0] * v2.e[1] - v1.e[1] * v2.e[0]) );
}
inline vec3& vec3::operator+=(const vec3 &v)
{
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
inline vec3& vec3::operator*=(const vec3 &v)
{
e[0] *= v.e[0];
e[1] *= v.e[1];
e[2] *= v.e[2];
return *this;
}
inline vec3& vec3::operator/=(const vec3 &v)
{
e[0] /= v.e[0];
e[1] /= v.e[1];
e[2] /= v.e[2];
return *this;
}
inline vec3& vec3::operator-=(const vec3 &v)
{
e[0] -= v.e[0];
e[1] -= v.e[1];
e[2] -= v.e[2];
return *this;
}
inline vec3& vec3::operator/=(const float t)
{
float k = 1.0 / t;
e[0] *= k;
e[1] *= k;
e[2] *= k;
return *this;
}
inline vec3 unit_vector(vec3 v)
{
return v / v.length();
}
#endif