diff options
Diffstat (limited to 'linux/raytracing/vec3.h')
-rw-r--r-- | linux/raytracing/vec3.h | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/linux/raytracing/vec3.h b/linux/raytracing/vec3.h new file mode 100644 index 00000000..d8341d36 --- /dev/null +++ b/linux/raytracing/vec3.h @@ -0,0 +1,102 @@ +#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 |