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vec3.h
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131 lines (101 loc) · 3.74 KB
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// IDEA: We are instantiating linear algebra operations for our 3 point vector class
#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
class vec3{
public:
double e[3]; // TODO: REFACTOR TO MAKE PRIVATE
// constructor : member initializer
vec3() :e{0,0,0} {} // constructor definition
vec3(double e0, double e1, double e2) :e{e0, e1, e2} {} // constructor definition
double x() const { return e[0];}
double y() const { return e[1];}
double z() const { return e[2];}
vec3 operator-() const {return vec3(-e[0], -e[1], -e[2]);}
double operator[](int i) const {return e[i]; }
double& operator[](int i) {return e[i];}
// override the += operator to translate every element in vec3 by t
vec3& operator+=(const vec3& v){
e[0] +=v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
// override the * operator to scale every element in vec3 by t
vec3& operator*=(double t){
e[0] *=t;
e[1] *=t;
e[2] *=t;
return *this;
}
// override the / operator to shrink every element in vec3 by t
vec3& operator/=(double t){
return *this *= 1/t;
}
// calculate the "length" (i.e the norm) of vec3
// see the mathmatical definition of a vector's norm: sqrt([(x_1)^2] + [(x_2)^2] + ... + [(x_n)^2])
double length() const{
return std::sqrt(length_squared());
}
// calculating the squared sum of the norm (i.e the thing under the squared root)
double length_squared() const {
return e[0]*e[0] +e[1]*e[1] + e[2]*e[2];
}
};
using point3 = vec3;
//TODO: Vector utility functions
inline std::ostream& operator<<(std::ostream& out, const vec3& v){
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
}
// On addition of two vectors: add together their coresponding elements and create a new vector containing the sum of those elements
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]);
}
// On subtraction of two vectors
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]);
}
// Multiply vector u by vector v (i.e scale one vector by another)
// Think: Stretch one vector by another
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]);
}
// Scale a vector v by constant t (i.e scale one vector by another)
// Think stretch (or squish) a vector by t
inline vec3 operator*(double t, const vec3& v){
return vec3(t*v.e[0],t*v.e[1], t*v.e[2]);
}
// Ensure vector scaling by a constant t is commutitive. (ensuring proper behaviour of multiplication)
// see above function
inline vec3 operator*(const vec3& v, double t){
return t * v;
}
// divide all elements of vector v by t
// Think: Squish
inline vec3 operator/(const vec3& v, double t){
return (1/t)*v;
}
// The dot product behaviour of vector v and u
// i.e innerproduct
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]);
}
//The cross product of vector u and v
// i.e outerproduct
// NOTE: "The magnitude of the cross product equals the area of a parallelogram" SOURCE: Wikipedia
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])
);
}
// The unitvector calculation of vector v
inline vec3 unit_vector(const vec3 v){
return v/v.length();
}
#endif