-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathvec3.h
106 lines (84 loc) · 2.24 KB
/
vec3.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
#ifndef VEC_3H
#define VEC_3H
#include <cmath>
#include <iostream>
class vec3 {
public:
float e[3];
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*=(float t)
{
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator/=(float t)
{
return *this *= 1/t;
}
float length_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
float length() const { return std::sqrt(length_squared()); }
};
using point3 = vec3;
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(v.e[0] * t, v.e[1] * t, v.e[2] * t);
}
inline vec3 operator*(const vec3& v, float t)
{
return t * v;
}
inline vec3 operator/(const 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(const vec3& v)
{
return v / v.length();
}
#endif