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vector.cpp
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148 lines (122 loc) · 2.3 KB
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/**************************************************************
* functions to handle vectors and points
**************************************************************/
#include "vector.h"
#include <math.h>
//
// return length of a vector
//
float vec_len(Vector u) {
return sqrt(u.x * u.x + u.y * u.y + u.z * u.z);
}
//
// return doc product of two vectors
//
float vec_dot(Vector p, Vector q) {
return p.x * q.x + p.y * q.y + p.z * q.z;
}
//
// return cross product of two vectors
//
Vector vec_cross(Vector p, Vector q) {
Vector ret;
ret.x = p.y*q.z - p.z*q.y;
ret.y = p.z*q.x - p.x*q.z;
ret.z = p.x*q.y - p.y*q.x;
return ret;
}
//
// return sum of two vectors
//
Vector vec_plus(Vector p, Vector q) {
Vector rc;
rc.x = p.x + q.x;
rc.y = p.y + q.y;
rc.z = p.z + q.z;
return rc;
}
//
// return difference between two vectors
//
Vector vec_minus(Vector p, Vector q) {
Vector rc;
rc.x = p.x - q.x;
rc.y = p.y - q.y;
rc.z = p.z - q.z;
return rc;
}
//
// return vector from point point to another
//
Vector get_vec(Point q, Point p) {
Vector rc;
rc.x = p.x - q.x;
rc.y = p.y - q.y;
rc.z = p.z - q.z;
return rc;
}
//
// return point from a point and a vector
//
Point get_point(Point p, Vector q) {
Point rc;
rc.x = p.x + q.x;
rc.y = p.y + q.y;
rc.z = p.z + q.z;
return rc;
}
//
// normalize a vector
//
void normalize(Vector *u) {
float p;
p = vec_len(*u);
(*u).x = (*u).x / p;
(*u).y = (*u).y / p;
(*u).z = (*u).z / p;
}
//
// multiply 2 vectors componentwise
//
Vector vec_mult(Vector p, Vector q) {
Vector ret;
ret.x = p.x * q.x;
ret.y = p.y * q.y;
ret.z = p.z * q.z;
return ret;
}
//
// return a scaled vector
//
Vector vec_scale(Vector p, float scale) {
Vector ret;
ret.x = scale * p.x;
ret.y = scale * p.y;
ret.z = scale * p.z;
return ret;
}
//
// nudge point in direction of v to fix floating point errors
//
Point pt_nudge(Point p, Vector v) {
float epsilon = 1e-4;
normalize(&v);
return get_point(p, vec_scale(v,epsilon));
}
//
// add two RGB colors
//
RGB_float clr_add(RGB_float p, RGB_float q) {
RGB_float ret;
ret.r = p.r + q.r;
ret.g = p.g + q.g;
ret.b = p.b + q.b;
return ret;
}
RGB_float clr_scale(RGB_float p, float s) {
RGB_float ret;
ret.r = s * p.r;
ret.g = s * p.g;
ret.b = s * p.b;
return ret;
}