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https://github.com/MorizzG/ray-tracer.git
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114 lines
2.6 KiB
C++
114 lines
2.6 KiB
C++
#pragma once
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#include <array>
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#include <cassert>
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#include <cmath>
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#include <cstddef>
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#include <ostream>
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class Vec3 {
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public:
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static const Vec3 e_x;
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static const Vec3 e_y;
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static const Vec3 e_z;
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constexpr Vec3(double x, double y, double z) : xyz_{x, y, z} {}
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constexpr Vec3() : Vec3{0, 0, 0} {}
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constexpr double& x() { return xyz_[0]; }
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constexpr double& y() { return xyz_[1]; }
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constexpr double& z() { return xyz_[2]; }
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constexpr double x() const { return xyz_[0]; }
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constexpr double y() const { return xyz_[1]; }
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constexpr double z() const { return xyz_[2]; }
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constexpr Vec3 operator-() const { return Vec3{-x(), -y(), -z()}; }
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constexpr double& operator[](std::size_t i) {
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assert(i <= 3);
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return xyz_[i];
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}
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constexpr double operator[](std::size_t i) const {
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assert(i <= 3);
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return xyz_[i];
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}
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constexpr Vec3& operator+=(const Vec3& v) {
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x() += v.x();
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y() += v.y();
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z() += v.z();
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return *this;
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}
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constexpr Vec3& operator*=(double t) {
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x() *= t;
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y() *= t;
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z() *= t;
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return *this;
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}
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constexpr Vec3& operator/=(double t) {
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*this *= 1 / t;
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return *this;
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}
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constexpr double squared() const { return x() * x() + y() * y() + z() * z(); }
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constexpr double norm() const { return std::sqrt(squared()); }
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constexpr Vec3 normed() const {
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auto r = *this;
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r /= norm();
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return r;
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}
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private:
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std::array<double, 3> xyz_;
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};
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constexpr Vec3 Vec3::e_x{1.0, 0.0, 0.0};
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constexpr Vec3 Vec3::e_y{0.0, 1.0, 0.0};
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constexpr Vec3 Vec3::e_z{0.0, 0.0, 1.0};
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using Point3 = Vec3;
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constexpr std::ostream& operator<<(std::ostream& out, const Vec3& v) {
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return out << v.x() << ' ' << v.y() << ' ' << v.z();
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}
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constexpr Vec3 operator+(const Vec3& u, const Vec3& v) {
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Vec3 out = u;
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out += v;
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return out;
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}
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constexpr Vec3 operator-(const Vec3& u, const Vec3& v) { return u + (-v); }
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constexpr Vec3 operator*(const Vec3& u, const Vec3& v) {
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return {u.x() * v.x(), u.y() * v.y(), u.z() * v.z()};
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}
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constexpr Vec3 operator*(double t, const Vec3& v) {
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Vec3 out = v;
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out *= t;
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return out;
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}
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constexpr Vec3 operator/(const Vec3& v, double t) { return (1 / t) * v; }
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constexpr double dot(const Vec3& u, const Vec3& v) {
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Vec3 tmp = u * v;
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return tmp.x() + tmp.y() + tmp.z();
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}
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constexpr Vec3 cross(const Vec3& u, const Vec3& v) {
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return {u.y() * v.z() - u.z() - v.y(), u.z() * v.x() - u.x() * v.z(),
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u.x() * v.y() - u.y() - v.x()};
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}
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constexpr Vec3 normed(const Vec3& v) { return v.normed(); }
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