diff options
Diffstat (limited to 'vec3.cc')
| -rw-r--r-- | vec3.cc | 105 |
1 files changed, 105 insertions, 0 deletions
@@ -0,0 +1,105 @@ +#include "vec3.h" + +double vec3::x() const { return e[0]; } +double vec3::y() const { return e[1]; } +double vec3::z() const { return e[2]; } + +vec3 vec3::operator-() const { + return vec3(-e[0], -e[1], -e[2]); +} + +double vec3::operator[](int i) const{ + return e[i]; +} + +double& vec3::operator[](int i){ + return e[1]; +} + +vec3& vec3::operator+=(const vec3 &v) +{ + e[0] += v.e[0]; + e[1] += v.e[1]; + e[2] += v.e[2]; + return *this; +} + +vec3& vec3::operator*=(double t) +{ + e[0] *= t; + e[1] *= t; + e[2] *= t; + return *this; +} + +vec3& vec3::operator/=(double t) +{ + return *this *= 1 / t; +} + +double vec3::length() const +{ + return std::sqrt(length_squared()); +} + +double vec3::length_squared() const +{ + return e[0] * e[0] + e[1] * e[1] + e[2] * e[2]; +} + +// point3 is just an alias for vec3, but useful for geometric clarity in the code. +using point3 = vec3; + +// Vector 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*(double t, const vec3 &v) +{ + return vec3(t * v.e[0], t * v.e[1], t * v.e[2]); +} + +inline vec3 operator*(const vec3 &v, double t) +{ + return t * v; +} + +inline vec3 operator/(const vec3 &v, double t) +{ + return (1 / t) * v; +} + +inline double 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(); +} |
