include/vector.h
branchpyrit
changeset 22 76b7bd51d64a
parent 21 79b516a3803d
child 25 b8232edee786
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/include/vector.h	Mon Dec 03 01:49:23 2007 +0100
@@ -0,0 +1,136 @@
+/*
+ * C++ RayTracer
+ * file: vector.h
+ *
+ * Radek Brich, 2006
+ */
+
+#ifndef VECTOR_H
+#define VECTOR_H
+
+#include <math.h>
+#include <iostream>
+
+using namespace std;
+
+class Vector3
+{
+public:
+	// data
+	union {
+		struct {
+			Float x, y, z;
+		};
+		struct {
+			Float r, g, b;
+		};
+		Float cell[3];
+	};
+
+	// constructors
+	Vector3(): x(0.0f), y(0.0f), z(0.0f) {};
+	Vector3(Float ax, Float ay, Float az): x(ax), y(ay), z(az) {};
+
+	// index operator
+	Float &operator[](int index)	{ return cell[index]; };
+
+	bool operator==(Vector3 &v) { return x==v.x && y==v.y && z==v.z; };
+
+	// normalize
+	Vector3 normalize()
+	{
+		Float f = 1.0f / mag();
+		x *= f;
+		y *= f;
+		z *= f;
+		return *this;
+	}
+
+	// get normalized copy
+	Vector3 unit()
+	{
+		Vector3 u(*this);
+		return u.normalize();;
+	}
+
+	// square magnitude, magnitude
+	Float mag2()	{ return x * x + y * y + z * z; }
+	Float mag()	{ return sqrtf(mag2()); }
+
+	// negative
+	Vector3 operator-()	{ return Vector3(-x, -y, -z); }
+
+	// accumulate
+	Vector3 operator+=(const Vector3 &v)
+	{
+		x += v.x;
+		y += v.y;
+		z += v.z;
+		return *this;
+	};
+
+	// sum
+	friend Vector3 operator+(const Vector3 &a, const Vector3 &b)
+	{
+		return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
+	};
+
+	// difference
+	friend Vector3 operator-(const Vector3 &a, const Vector3 &b)
+	{
+		return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
+	};
+
+	// dot product
+	friend Float dot(const Vector3 &a, const Vector3 &b)
+	{
+		return a.x * b.x + a.y * b.y + a.z * b.z;
+	};
+
+	// cross product
+	friend Vector3 cross(const Vector3 &a, const Vector3 &b)
+	{
+		return Vector3(a.y * b.z - a.z * b.y,
+			a.z * b.x - a.x * b.z,
+			a.x * b.y - a.y * b.x);
+	};
+
+	// product of vector and scalar
+	friend Vector3 operator*(const Vector3 &v, const Float &f)
+	{
+		return Vector3(f * v.x, f * v.y, f * v.z);
+	}
+
+	friend Vector3 operator*(const Float &f, const Vector3 &v)
+	{
+		return v * f;
+	};
+
+	// vector plus scalar
+	friend Vector3 operator+(const Vector3 &v, const Float &f)
+	{
+		return Vector3(v.x + f, v.y + f, v.z + f);
+	}
+
+	// vector minus scalar
+	friend Vector3 operator-(const Vector3 &v, const Float &f)
+	{
+		return Vector3(v.x - f, v.y - f, v.z - f);
+	}
+
+	// cell by cell product (only usable for colours)
+	friend Vector3 operator*(const Vector3 &a,  const Vector3 &b)
+	{
+		return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
+	};
+
+	// print
+	friend ostream & operator<<(ostream &st, const Vector3 &v)
+	{
+		return st << "(" << v.x << ", " << v.y  << ", " << v.z << ")";
+	}
+};
+
+typedef Vector3 Colour;
+
+#endif