charles/src/basics.cc

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/* basics.c
*
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* Definition of basic types.
*
* - Vector3 is a three tuple vector of x, y, and z.
* - Ray is a vector plus a direction.
* - Color is a four tuple of red, green, blue, and alpha.
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*
* Eryn Wells <eryn@erynwells.me>
*/
#include <cmath>
#include "basics.h"
#pragma mark - Vectors
const Vector3 Vector3::Zero = Vector3();
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/*
* Vector3::Vector3 --
*
* Default constructor. Create a zero vector.
*/
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Vector3::Vector3()
: Vector3(0.0, 0.0, 0.0)
{ }
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/*
* Vector3::Vector3 --
*
* Constructor. Create a vector consisting of the given coordinates.
*/
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Vector3::Vector3(float _x, float _y, float _z)
: x(_x), y(_y), z(_z)
{ }
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/*
* Vector3::operator+ --
*
* Add the given vector to this vector. Return a new vector.
*/
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inline Vector3
Vector3::operator+(Vector3 v)
{
return Vector3(x + v.x, y + v.y, z + v.z);
}
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/*
* Vector3::operator* --
*
* Multiply the given scalar by this vector. Return a new vector.
*/
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inline Vector3
Vector3::operator*(float a)
{
return Vector3(a*x, a*y, a*z);
}
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/*
* Vector3::operator- --
*
* Subtract the given vector from this vector. Return a new vector.
*/
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inline Vector3
Vector3::operator-(Vector3 v)
{
return Vector3(x - v.x, y - v.y, z - v.z);
}
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/*
* Vector3::operator- --
*
* Negate this vector. Return a new vector.
*/
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inline Vector3
Vector3::operator-()
{
return Vector3(-x, -y, -z);
}
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/*
* Vector3::length2 --
*
* Compute and return the length-squared of this vector.
*/
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inline float
Vector3::length2()
{
return x*x + y*y + z*z;
}
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/*
* Vector3::length --
*
* Compute and return the length of this vector.
*/
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inline float
Vector3::length()
{
return sqrtf(length2());
}
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/*
* Vector3::dot --
*
* Compute and return the dot product of this and the given vectors.
*/
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inline float
Vector3::dot(Vector3 v)
{
return x*v.x + y*v.x + z*v.z;
}
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/*
* Vector3::normalize --
*
* Normalize this vector in place. That is, make this vector's magnitude (length) 1.0.
*/
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void
Vector3::normalize()
{
float len2 = length2();
if (len2 <= 0.0) {
return;
}
// Multiplying by the inverse of the length is more efficient than dividing by the length.
float inverse_length = 1.0 / sqrtf(len2);
x *= inverse_length;
y *= inverse_length;
z *= inverse_length;
}
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/*
* operator* --
*
* Multiply the given float by the given vector. Return a new vector.
*/
inline Vector3
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operator*(float a, Vector3 v)
{
return v * a;
}
#pragma mark - Rays
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/*
* Ray::Ray --
*
* Default constructor. Create a ray at the origin (0, 0, 0) with direction (0, 0, 0).
*/
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Ray::Ray()
: Ray(Vector3::Zero, Vector3::Zero)
{ }
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/*
* Ray::Ray --
*
* Constructor. Create a ray with the given origin and direction.
*/
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Ray::Ray(Vector3 o, Vector3 d)
: origin(o), direction(d)
{ }
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/*
* Ray::parameterize --
*
* Compute and return the point given by parameterizing this Ray by time t.
*/
inline Vector3
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Ray::parameterize(float t)
{
return origin + t * direction;
}
#pragma mark - Colors
const Color Color::Black = Color();
const Color Color::White = Color(1.0, 1.0, 1.0, 1.0);
const Color Color::Red = Color(1.0, 0.0, 0.0, 1.0);
const Color Color::Green = Color(0.0, 1.0, 0.0, 1.0);
const Color Color::Blue = Color(0.0, 0.0, 1.0, 1.0);
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/*
* Color::Color --
*
* Default constructor. Create a new Color with zeros for all components (black).
*/
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Color::Color()
: Color(0.0, 0.0, 0.0, 0.0)
{ }
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/*
* Color::Color --
*
* Constructor. Create a new Color with the given components.
*/
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Color::Color(float r, float g, float b, float a)
: red(r), green(g), blue(b), alpha(a)
{ }