cpp-raytracer/vec3.hpp
2021-08-21 00:20:51 +02:00

138 lines
2.5 KiB
C++

#ifndef VEC3_H
#define VEC3_H
#include <math.h>
#include <stdio.h>
struct vec3 {
/* Members */
double x;
double y;
double z;
// Constructor proper. Values default to 0
vec3(double x = 0, double y = 0, double z = 0)
{
this->x = x;
this->y = y;
this->z = z;
}
/* Overriden operators */
// - operator. Not to be confused with substraction
vec3 operator-() const
{
return vec3(-x, -y, -z);
}
// Straightforward vector sum
vec3& operator+=(const vec3 &v)
{
this->x += v.x;
this->y += v.y;
this->z += v.z;
return *this;
}
// Scalar multiplication
vec3& operator*=(const double t)
{
x *= t;
y *= t;
z *= t;
return *this;
}
// Division by a scalar t
vec3& operator/=(const double t)
{
x /= t;
y /= t;
z /= t;
return *this;
}
/* Methods */
double length() const
{
return sqrt(x*x + y*y + z*z);
}
// Length squared, useful for some calculations
double length_squared() const
{
return x*x + y*y + z*z;
}
};
/* Type aliases */
typedef vec3 point3;
typedef vec3 color;
/* More overloads */
// Straightforward vector sum
inline vec3 operator+(const vec3 &u, const vec3 &v)
{
return vec3(u.x + v.x,
u.y + v.y,
u.z + v.z);
}
// Straightforward vector difference
inline vec3 operator-(const vec3 &u, const vec3 &v)
{
return vec3(u.x - v.x,
u.y - v.y,
u.z - v.z);
}
// Hadamard product
inline vec3 operator*(const vec3 &u, const vec3 &v)
{
return vec3(u.x * v.x,
u.y * v.y,
u.z * v.z);
}
// Scalar product
inline vec3 operator*(double t,const vec3 &v)
{
return vec3(t*v.x, t*v.y, t*v.z);
}
inline vec3 operator*(const vec3 &v, double t)
{
return t * v;
}
// Vector division by scalar. Note that we redefine it as multiplying by 1/t to avoid division by 0
inline vec3 operator/(vec3 v, double t)
{
return 1/t * v;
}
// Straightforward dot product
inline double dot(const vec3 &u, const vec3 &v)
{
return u.x*v.x + u.y*v.y + u.z*v.z;
}
// Cross product between two vectors
inline vec3 cross(const vec3 &u, const vec3 &v)
{
return vec3(u.y * v.z - u.z * v.y,
u.z * v.x - u.x * v.z,
u.x * v.y - u.y * v.x);
}
// Normalize vector so its length = 1
inline vec3 normalize(const vec3 v)
{
return v / v.length();
}
#endif