1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125
| #ifndef _BASIC_RAY_TRACING_VECTOR_H_ #define _BASIC_RAY_TRACING_VECTOR_H_ #include <cmath> #include <iostream>
struct Vector3f final { union { float a[3];
struct { float x, y, z; };
struct { float r, g, b; }; };
Vector3f() : a() {} Vector3f(float x, float y, float z) : x(x), y(y), z(z) {} Vector3f(float *a) { this->a[0] = a[0]; this->a[1] = a[1]; this->a[2] = a[2]; }
const Vector3f &operator+() const { return *this; } Vector3f operator-() const { return {-x, -y, -z}; } float operator[](int i) const { return a[i]; } float &operator[](int i) { return a[i]; }
Vector3f operator+(const Vector3f &other) const { return {x + other.x, y + other.y, z + other.z}; }
Vector3f operator-(const Vector3f &other) const { return {x - other.x, y - other.y, z - other.z}; }
Vector3f &operator+=(const Vector3f &other) { x += other.x; y += other.y; z += other.z; return *this; }
Vector3f &operator-=(const Vector3f &other) { x -= other.x; y -= other.y; z -= other.z; return *this; }
float length() const { return sqrtf(x * x + y * y + z * z); } float length2() const { return x * x + y * y + z * z; }
Vector3f &normalize() { float inv = 1.0f / length(); x *= inv; y *= inv; z *= inv; return *this; }
Vector3f getNormalizedVector() const { return Vector3f(*this).normalize(); }
friend std::istream &operator>>(std::istream &is, Vector3f &vec) { is >> vec.x >> vec.y >> vec.z; return is; }
Vector3f operator*(const Vector3f &other) const { return {x * other.x, y * other.y, z * other.z}; }
Vector3f &operator*=(const Vector3f &other) { x *= other.x; y *= other.y; z *= other.z; return *this; }
friend Vector3f operator*(float t, const Vector3f &vec) { return {vec.x * t, vec.y * t, vec.z * t}; }
Vector3f operator*(float t) const { return {x * t, y * t, z * t}; }
Vector3f &operator*=(float t) { x *= t; y *= t; z *= t; return *this; }
Vector3f operator/(const Vector3f &other) const { return {x / other.x, y / other.y, z / other.z}; }
Vector3f &operator/=(const Vector3f &other) { x /= other.x; y /= other.y; z /= other.z; return *this; }
Vector3f operator/(float t) const { return {x / t, y / t, z / t}; }
Vector3f &operator/=(float t) { x /= t; y /= t; z /= t; return *this; } };
float dot(const Vector3f &a, const Vector3f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
Vector3f cross(const Vector3f &a, const Vector3f &b) { return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x}; }
using Color3f = Vector3f; using Point3f = Vector3f; #endif
|