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vector.hpp
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#pragma once
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#pragma region
#include "math_tools.hpp"
#include "commonenum.hpp"
#pragma endregion
//-----------------------------------------------------------------------------
// System Includes
//-----------------------------------------------------------------------------
#pragma region
#include <algorithm>
#include <iostream>
#include <cmath>
#pragma endregion
using std::isnan;
using std::cos;
using std::sin;
//-----------------------------------------------------------------------------
// Declarations and Definitions
//-----------------------------------------------------------------------------
namespace pathtracing
{
//-------------------------------------------------------------------------
// Declarations and Definitions: Vector3
//-------------------------------------------------------------------------
struct Vector3 final
{
public:
//---------------------------------------------------------------------
// Constructors and Destructors
//---------------------------------------------------------------------
constexpr explicit Vector3(double a = 0.0) noexcept
: Vector3(a, a, a) {}
constexpr Vector3(double x, double y, double z) noexcept
: m_x(x), m_y(y), m_z(z) {}
constexpr Vector3(const Vector3 &v) noexcept = default;
constexpr Vector3(Vector3 &&v) noexcept = default;
~Vector3() = default;
//---------------------------------------------------------------------
// Assignment Operators
//---------------------------------------------------------------------
constexpr Vector3 &operator=(const Vector3 &v) = default;
constexpr Vector3 &operator=(Vector3 &&v) = default;
//---------------------------------------------------------------------
// Member Methods
//---------------------------------------------------------------------
bool HasNaNs() const noexcept
{
return isnan(m_x) || isnan(m_y) || isnan(m_z);
}
constexpr const Vector3 operator-() const noexcept
{
return Vector3(-m_x, -m_y, -m_z);
}
constexpr const Vector3 operator+(const Vector3 &v) const noexcept
{
return Vector3(m_x + v.m_x, m_y + v.m_y, m_z + v.m_z);
}
constexpr const Vector3 operator-(const Vector3 &v) const noexcept
{
return Vector3(m_x - v.m_x, m_y - v.m_y, m_z - v.m_z);
}
constexpr const Vector3 operator*(const Vector3 &v) const noexcept
{
return Vector3(m_x * v.m_x, m_y * v.m_y, m_z * v.m_z);
}
constexpr const Vector3 operator/(const Vector3 &v) const noexcept
{
return Vector3(m_x / v.m_x, m_y / v.m_y, m_z / v.m_z);
}
constexpr const Vector3 operator+(double a) const noexcept
{
return Vector3(m_x + a, m_y + a, m_z + a);
}
constexpr const Vector3 operator-(double a) const noexcept
{
return Vector3(m_x - a, m_y - a, m_z - a);
}
constexpr const Vector3 operator*(double a) const noexcept
{
return Vector3(m_x * a, m_y * a, m_z * a);
}
constexpr const Vector3 operator/(double a) const noexcept
{
const double inv_a = 1.0 / a;
return Vector3(m_x * inv_a, m_y * inv_a, m_z * inv_a);
}
friend constexpr const Vector3 operator+(
double a, const Vector3 &v) noexcept
{
return Vector3(a + v.m_x, a + v.m_y, a + v.m_z);
}
friend constexpr const Vector3 operator-(
double a, const Vector3 &v) noexcept
{
return Vector3(a - v.m_x, a - v.m_y, a - v.m_z);
}
friend constexpr const Vector3 operator*(
double a, const Vector3 &v) noexcept
{
return Vector3(a * v.m_x, a * v.m_y, a * v.m_z);
}
friend constexpr const Vector3 operator/(
double a, const Vector3 &v) noexcept
{
return Vector3(a / v.m_x, a / v.m_y, a / v.m_z);
}
constexpr Vector3 &operator+=(const Vector3 &v) noexcept
{
m_x += v.m_x;
m_y += v.m_y;
m_z += v.m_z;
return *this;
}
constexpr Vector3 &operator-=(const Vector3 &v) noexcept
{
m_x -= v.m_x;
m_y -= v.m_y;
m_z -= v.m_z;
return *this;
}
constexpr Vector3 &operator*=(const Vector3 &v) noexcept
{
m_x *= v.m_x;
m_y *= v.m_y;
m_z *= v.m_z;
return *this;
}
constexpr Vector3 &operator/=(const Vector3 &v) noexcept
{
m_x /= v.m_x;
m_y /= v.m_y;
m_z /= v.m_z;
return *this;
}
constexpr Vector3 &operator+=(double a) noexcept
{
m_x += a;
m_y += a;
m_z += a;
return *this;
}
constexpr Vector3 &operator-=(double a) noexcept
{
m_x -= a;
m_y -= a;
m_z -= a;
return *this;
}
constexpr Vector3 &operator*=(double a) noexcept
{
m_x *= a;
m_y *= a;
m_z *= a;
return *this;
}
constexpr Vector3 &operator/=(double a) noexcept
{
const double inv_a = 1.0 / a;
m_x *= inv_a;
m_y *= inv_a;
m_z *= inv_a;
return *this;
}
constexpr double Dot(const Vector3 &v) const noexcept
{
return m_x * v.m_x + m_y * v.m_y + m_z * v.m_z;
}
constexpr const Vector3 Cross(const Vector3 &v) const noexcept
{
return Vector3(m_y * v.m_z - m_z * v.m_y, m_z * v.m_x - m_x * v.m_z, m_x * v.m_y - m_y * v.m_x);
}
constexpr bool operator==(const Vector3 &v) const
{
return m_x == v.m_x && m_y == v.m_y && m_z == v.m_z;
}
constexpr bool operator!=(const Vector3 &v) const
{
return m_x != v.m_x || m_y != v.m_y || m_z != v.m_z;
}
constexpr bool operator<(const Vector3 &v) const
{
return m_x < v.m_x && m_y < v.m_y && m_z < v.m_z;
}
constexpr bool operator<=(const Vector3 &v) const
{
return m_x <= v.m_x && m_y <= v.m_y && m_z <= v.m_z;
}
constexpr bool operator>(const Vector3 &v) const
{
return m_x > v.m_x && m_y > v.m_y && m_z > v.m_z;
}
constexpr bool operator>=(const Vector3 &v) const
{
return m_x >= v.m_x && m_y >= v.m_y && m_z >= v.m_z;
}
constexpr double operator[](size_t i) const noexcept
{
return (&m_x)[i];
}
constexpr double &operator[](size_t i) noexcept
{
return (&m_x)[i];
}
constexpr size_t MinDimension() const noexcept
{
return (m_x < m_y && m_x < m_z) ? 0 : ((m_y < m_z) ? 1 : 2);
}
constexpr size_t MaxDimension() const noexcept
{
return (m_x > m_y && m_x > m_z) ? 0 : ((m_y > m_z) ? 1 : 2);
}
constexpr double Min() const noexcept
{
return (m_x < m_y && m_x < m_z) ? m_x : ((m_y < m_z) ? m_y : m_z);
}
constexpr double Max() const noexcept
{
return (m_x > m_y && m_x > m_z) ? m_x : ((m_y > m_z) ? m_y : m_z);
}
constexpr double Norm2_squared() const noexcept
{
return m_x * m_x + m_y * m_y + m_z * m_z;
}
double Norm2() const noexcept
{
return sqrt(Norm2_squared());
}
void Normalize() noexcept
{
const double a = 1.0 / Norm2();
m_x *= a;
m_y *= a;
m_z *= a;
}
friend std::ostream &operator<<(std::ostream &os, const Vector3 &v)
{
os << '[' << v.m_x << ' ' << v.m_y << ' ' << v.m_z << ']';
return os;
}
//---------------------------------------------------------------------
// Member Variables
//---------------------------------------------------------------------
double m_x, m_y, m_z;
};
//-------------------------------------------------------------------------
// Declarations and Definitions: Vector3 Utilities
//-------------------------------------------------------------------------
inline const Vector3 Sqrt(const Vector3 &v) noexcept
{
return Vector3(sqrt(v.m_x),
sqrt(v.m_y),
sqrt(v.m_z));
}
inline const Vector3 Pow(const Vector3 &v, double a) noexcept
{
return Vector3(pow(v.m_x, a),
pow(v.m_y, a),
pow(v.m_z, a));
}
inline const Vector3 Abs(const Vector3 &v) noexcept
{
return Vector3(abs(v.m_x),
abs(v.m_y),
abs(v.m_z));
}
inline const Vector3 Min(const Vector3 &v1, const Vector3 &v2) noexcept
{
return Vector3(std::min(v1.m_x, v2.m_x),
std::min(v1.m_y, v2.m_y),
std::min(v1.m_z, v2.m_z));
}
inline const Vector3 Max(const Vector3 &v1, const Vector3 &v2) noexcept
{
return Vector3(std::max(v1.m_x, v2.m_x),
std::max(v1.m_y, v2.m_y),
std::max(v1.m_z, v2.m_z));
}
inline const Vector3 Round(const Vector3 &v) noexcept
{
return Vector3(std::round(v.m_x),
std::round(v.m_y),
std::round(v.m_z));
}
inline const Vector3 Floor(const Vector3 &v) noexcept
{
return Vector3(std::floor(v.m_x),
std::floor(v.m_y),
std::floor(v.m_z));
}
inline const Vector3 Ceil(const Vector3 &v) noexcept
{
return Vector3(std::ceil(v.m_x),
std::ceil(v.m_y),
std::ceil(v.m_z));
}
inline const Vector3 Trunc(const Vector3 &v) noexcept
{
return Vector3(std::trunc(v.m_x),
std::trunc(v.m_y),
std::trunc(v.m_z));
}
constexpr const Vector3 Clamp(
const Vector3 &v, double low = 0.0, double high = 1.0) noexcept
{
return Vector3(Clamp(v.m_x, low, high),
Clamp(v.m_y, low, high),
Clamp(v.m_z, low, high));
}
constexpr const Vector3 Lerp(
double a, const Vector3 &v1, const Vector3 &v2) noexcept
{
return v1 + a * (v2 - v1);
}
constexpr const Vector3 Permute(
const Vector3 &v, size_t x, size_t y, size_t z) noexcept
{
return Vector3(v[x], v[y], v[z]);
}
inline const Vector3 Normalize(const Vector3 &v) noexcept
{
const double a = 1.0 / v.Norm2();
return a * v;
}
inline const Vector3 Rotate(Oriented_axis r_axis, double radian, Vector3 vec, Vector3 axis = Vector3())
{
short a, b, c;
switch (r_axis)
{
case Oriented_axis::X_axis:
a = 0;
break;
case Oriented_axis::Y_axis:
a = 1;
break;
default:
a = 2;
}
b = (a + 1) % 3;
c = (b + 1) % 3;
Vector3 rotated_vec = Vector3(vec);
double u,v;
u = vec[b] - axis[b];
v = vec[c] - axis[c];
rotated_vec[b] = u*cos(radian) - v*sin(radian) + axis[b];
rotated_vec[c] = u*sin(radian) + v*cos(radian) + axis[c];
return rotated_vec;
}
} // namespace pathtracing