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10
.gitignore
vendored
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10
.gitignore
vendored
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# Gnu global thingies
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GPATH
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GRTAGS
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GTAGS
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# Executable
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raytracer
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# Actual output image
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image.ppm
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8
Makefile
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8
Makefile
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raytracer: main.cpp vec3.hpp color.hpp ray.hpp
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@g++ -g -Wall -Wextra -Wpedantic main.cpp -o raytracer
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image: raytracer
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@./raytracer > image.ppm
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@if [[ $$TERM = "xterm-kitty" ]]; then\
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kitty icat image.ppm;\
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fi
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18
color.hpp
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18
color.hpp
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#ifndef COLOR_H
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#define COLOR_H
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#include "vec3.hpp"
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#include <stdio.h>
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#include <stdint.h>
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/* Writes color components as a space-delimited string of numbers in the range [0,255] */
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void write_color(FILE *fp, color c)
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{
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fprintf(fp, "%d %d %d\n",
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(uint8_t) (255 * c.x),
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(uint8_t) (255 * c.y),
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(uint8_t) (255 * c.z));
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}
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#endif
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73
main.cpp
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73
main.cpp
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#include <stdio.h>
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#include <stdint.h>
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#include "vec3.hpp"
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#include "color.hpp"
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#include "ray.hpp"
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color ray_color(const ray& r);
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double hit_sphere(const point3& center, double radius, const ray& r);
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color ray_color(const ray& r)
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{
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double t = hit_sphere(point3(0,0,-1), 0.5, r);
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if (t > 0.0)
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{
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vec3 N = normalize(r.at(t) - vec3(0,0,-1));
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return 0.5*color(N.x+1, N.y+1, N.z+1);
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}
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vec3 unit_direction = normalize(r.direction);
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t = 0.5*(unit_direction.y + 1.0);
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return (1-t) * color(1,1,1) + t*color(0.5, 0.7, 1.0);
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}
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double hit_sphere(const point3& center, double radius, const ray& r)
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{
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vec3 oc = r.origin - center;
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double a = dot(r.direction, r.direction);
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double b = 2.0 * dot(oc, r.direction);
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double c = dot(oc,oc) - radius*radius;
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double discriminant = b*b - 4*a*c;
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if (discriminant < 0)
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return -1;
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else
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return (-b - sqrt(discriminant)) / (2.0*a);
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}
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int main()
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{
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// Image
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double aspect_ratio = 16.0 / 9;
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const int32_t image_width = 400;
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const int32_t image_height = (int32_t) (image_width / aspect_ratio);
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// Camera
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double viewport_height = 2.0;
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double viewport_width = aspect_ratio * viewport_height;
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double focal_length = 1.0;
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point3 origin = point3(0,0,0);
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vec3 horizontal = vec3(viewport_width, 0, 0);
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vec3 vertical = vec3(0, viewport_height, 0);
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vec3 lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0, 0, focal_length);
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// Render
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printf("P3\n%d %d\n255\n", image_width, image_height);
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for (int32_t j = image_height - 1; j >= 0; --j)
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{
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fprintf(stderr, "\rScanlines remaining: %d ", j);
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fflush(stderr);
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for (int32_t i = 0; i < image_width; ++i)
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{
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double u = (double)i / (image_width-1);
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double v = (double)j / (image_height-1);
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ray r = ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
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color pixel_color = ray_color(r);
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write_color(stdout, pixel_color);
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}
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}
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fprintf(stderr, "\nDone\n");
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}
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34
ray.hpp
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34
ray.hpp
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#ifndef RAY_H
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#define RAY_H
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#include "vec3.hpp"
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struct ray {
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/* Attributes */
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point3 origin;
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vec3 direction;
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/* Constructors */
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// Default constructor. Everything gets set to 0
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ray()
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{
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origin = vec3();
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direction = vec3();
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}
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ray(const point3& origin, const vec3& direction)
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{
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this->origin = origin;
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this->direction = direction;
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}
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// Returns position after time t
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point3 at(double t) const
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{
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return origin + t*direction;
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}
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};
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#endif
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73
vec3.h
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73
vec3.h
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#ifndef VEC3_H
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#define VEC3_H
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#include <math.h>
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#include <stdio.h>
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struct vec3 {
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/* Members */
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double x;
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double y;
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double z;
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/* Constructors */
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// Default
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vec3() { x = 0; y = 0; z = 0; };
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// Constructor proper. Values default to 0
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vec3(double x = 0, double y = 0, double z = 0)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/* Overriden operators */
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// - operator. Not to be confused with substraction
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vec3 operator-()
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{
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return vec3(-x, -y, -z);
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}
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// straightforward vector sum
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vec3& operator+=(const vec3 &v)
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{
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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}
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// scalar multiplication
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vec3& operator*=(const double t)
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{
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x *= t;
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y *= t;
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z *= t;
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return *this;
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}
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// division by a scalar t
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vec3& operator/=(const double t)
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{
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x /= t;
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y /= t;
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z /= t;
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return *this;
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}
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/* Methods */
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double length()
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{
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std::sqrt(x*x + y*y + z*z);
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}
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};
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/* Type aliases */
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typedef point3 vec3;
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typedef color vec3;
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#endif
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132
vec3.hpp
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132
vec3.hpp
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#ifndef VEC3_H
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#define VEC3_H
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#include <math.h>
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#include <stdio.h>
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struct vec3 {
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/* Members */
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double x;
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double y;
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double z;
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// Constructor proper. Values default to 0
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vec3(double x = 0, double y = 0, double z = 0)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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/* Overriden operators */
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// - operator. Not to be confused with substraction
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vec3 operator-()
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{
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return vec3(-x, -y, -z);
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}
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// Straightforward vector sum
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vec3& operator+=(const vec3 &v)
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{
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this->x += v.x;
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this->y += v.y;
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this->z += v.z;
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return *this;
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}
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// Scalar multiplication
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vec3& operator*=(const double t)
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{
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x *= t;
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y *= t;
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z *= t;
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return *this;
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}
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// Division by a scalar t
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vec3& operator/=(const double t)
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{
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x /= t;
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y /= t;
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z /= t;
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return *this;
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}
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/* Methods */
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double length() const
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{
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return sqrt(x*x + y*y + z*z);
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}
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};
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/* Type aliases */
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typedef vec3 point3;
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typedef vec3 color;
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/* More overloads */
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// Straightforward vector sum
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inline vec3 operator+(const vec3 &u, const vec3 &v)
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{
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return vec3(u.x + v.x,
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u.y + v.y,
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u.z + v.z);
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}
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// Straightforward vector difference
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inline vec3 operator-(const vec3 &u, const vec3 &v)
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{
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return vec3(u.x - v.x,
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u.y - v.y,
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u.z - v.z);
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}
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// Hadamard product
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inline vec3 operator*(const vec3 &u, const vec3 &v)
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{
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return vec3(u.x * v.x,
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u.y * v.y,
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u.z * v.z);
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}
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// Scalar product
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inline vec3 operator*(double t,const vec3 &v)
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{
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return vec3(t*v.x, t*v.y, t*v.z);
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}
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inline vec3 operator*(const vec3 &v, double t)
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{
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return t * v;
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}
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// Vector division by scalar. Note that we redefine it as multiplying by 1/t to avoid division by 0
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inline vec3 operator/(vec3 v, double t)
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{
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return 1/t * v;
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}
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// Straightforward dot product
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inline double dot(const vec3 &u, const vec3 &v)
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{
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return u.x*v.x + u.y*v.y + u.z*v.z;
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}
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// Cross product between two vectors
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inline vec3 cross(const vec3 &u, const vec3 &v)
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{
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return vec3(u.y * v.z - u.z * v.y,
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u.z * v.x - u.x * v.z,
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u.x * v.y - u.y * v.x);
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}
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// Normalize vector so its length = 1
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inline vec3 normalize(const 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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