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144 lines (108 loc) · 2.89 KB
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#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
using namespace std;
class vec3 {
public:
double color[3]; // these will store our RGB values
vec3() {
color[0] = 0;
color[1] = 0;
color[2] = 0;
}
vec3(double r, double g, double b) {
color[0] = r; color[1] = g; color[2] = b;
}
double x() const {
return color[0];
}
double y() const {
return color[1];
}
double z() const {
return color[2];
}
vec3 operator-() const {
return vec3(-color[0], -color[1], -color[2]);
}
double& operator[] (int i ) {
return color[i];
}
vec3& operator+= (const vec3& v) {
color[0] += v.color[0];
color[1] += v.color[1];
color[2] += v.color[2];
return *this;
}
vec3& operator-= (const vec3& v) {
color[0] -= v.color[0];
color[1] -= v.color[1];
color[2] -= v.color[2];
return *this;
}
vec3& operator *= (const vec3& v) {
color[0] *= v.color[0];
color[1] *= v.color[1];
color[2] *= v.color[2];
return *this;
}
vec3& operator /= (double t) {
color[0] /= t;
color[1] /= t;
color[2] /= t;
return *this;
}
vec3& operator +=(double t) {
color[0] += t;
color[1] += t;
color[2] += t;
return *this;
}
vec3& operator *=(double t) {
color[0] *= t;
color[1] *= t;
color[2] *= t;
return *this;
}
double length() const {
return std::sqrt(color[0] * color[0] + color[1] * color[1] + color[2] * color[2]);
}
};
using point3 = vec3; // same as typedef
/* Some utility fns*/
inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
return out << v.color[0] << ' ' << v.color[1] << ' ' << v.color[2];
}
inline vec3 operator+(const vec3& u, const vec3& v) {
return vec3(u.color[0] + v.color[0], u.color[1] + v.color[1], u.color[2] + v.color[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v) {
return vec3(u.color[0] - v.color[0], u.color[1] - v.color[1], u.color[2] - v.color[2]);
}
inline vec3 operator*(const vec3& u, const vec3& v) {
return vec3(u.color[0] * v.color[0], u.color[1] * v.color[1], u.color[2] * v.color[2]);
}
inline vec3 operator*(double t, const vec3& v) {
return vec3(t*v.color[0], t*v.color[1], t*v.color[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.color[0] * v.color[0]
+ u.color[1] * v.color[1]
+ u.color[2] * v.color[2];
}
inline vec3 cross(const vec3& u, const vec3& v) {
return vec3(u.color[1] * v.color[2] - u.color[2] * v.color[1],
u.color[2] * v.color[0] - u.color[0] * v.color[2],
u.color[0] * v.color[1] - u.color[1] * v.color[0]);
}
inline vec3 unit_vector(const vec3& v) {
return v / v.length();
}
#endif