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math.cpp
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193 lines (182 loc) · 4.06 KB
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#include "header.hpp"
Vec3 calc(Vec3 l, char c, Vec3 r)
{
if (c == '+')
return ((Vec3){.x = l.x + r.x, .y = l.y + r.y, .z = l.z + r.z});
if (c == '-')
return ((Vec3){.x = l.x - r.x, .y = l.y - r.y, .z = l.z - r.z});
if (c == '*')
return ((Vec3){.x = l.x * r.x, .y = l.y * r.y, .z = l.z * r.z});
if (c == '/')
{
if (r.x == 0.0 || r.y == 0.0 || r.z == 0.0)
{
printf("Error 2: dividing by 0\n");
exit(1);
}
return ((Vec3){.x = l.x / r.x, .y = l.y / r.y, .z = l.z / r.z});
}
return ((Vec3){});
}
Vec3 scale(Vec3 v, char c, float t)
{
if (c == '*')
return ((Vec3){.x = t * v.x, .y = t * v.y, .z = t * v.z});
if (c == '/')
{
if (t == 0)
{
printf("Error 1: dividing by 0\n");
exit(1);
}
return ((Vec3){.x = v.x / t, .y = v.y / t, .z = v.z / t});
}
return ((Vec3){});
}
// vectors utils
float degrees_to_radians(float degrees)
{
return degrees * PI / 180.0;
}
float pow2(float x)
{
return x * x;
}
// thank you cpp
Vec3 operator+(Vec3 l, Vec3 r)
{
return (Vec3){l.x + r.x, l.y + r.y, l.z + r.z};
}
Vec3 operator-(Vec3 l, Vec3 r)
{
return (Vec3){l.x - r.x, l.y - r.y, l.z - r.z};
}
Vec3 operator*(Vec3 l, Vec3 r)
{
return (Vec3){l.x * r.x, l.y * r.y, l.z * r.z};
}
Vec3 operator*(float t, Vec3 v)
{
return (Vec3){t * v.x, t * v.y, t * v.z};
}
Vec3 operator*(Vec3 v, float t)
{
return t * v;
}
Vec3 operator/(Vec3 v, float t)
{
if (t == 0)
{
printf("Error 1: dividing by 0\n");
exit(1);
}
return (Vec3){v.x / t, v.y / t, v.z / t};
}
std::ostream &operator<<(std::ostream &out, Vec3 &v)
{
out << "( " << v.x << ", " << v.y << ", " << v.z << ")";
return out;
}
float length_squared(Vec3 v)
{
return pow(v.x, 2) + pow(v.y, 2) + pow(v.z, 2);
}
float length(Vec3 v)
{
return sqrt(length_squared(v));
}
float dot(Vec3 u, Vec3 v)
{
return (u.x * v.x + u.y * v.y + u.z * v.z);
}
Vec3 cross(Vec3 u, Vec3 v)
{
return (Vec3){u.y * v.z - u.z * v.y,
u.z * v.x - u.x * v.z,
u.x * v.y - u.y * v.x};
}
Vec3 unit_vector(Vec3 v)
{
float f = length(v);
if (f <= ZERO)
return (Vec3){};
return v / f;
}
static unsigned rng_state;
static const double one_over_uint_max = 1.0 / UINT_MAX;
unsigned rand_pcg()
{
unsigned state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
unsigned word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
float random_float(float min, float max)
{
return min + (rand_pcg() * one_over_uint_max) * (max - min);
}
Vec3 random_unit_vector()
{
Vec3 u;
while (1)
{
u = (Vec3){random_float(-1, 1), random_float(-1, 1), random_float(-1, 1)};
if (length_squared(u) <= 1)
break;
}
Vec3 v = unit_vector(u);
return v;
}
Vec3 point_at(Ray *ray, float t)
{
return (Vec3){ray->org.x + t * ray->dir.x, ray->org.y + t * ray->dir.y, ray->org.z + t * ray->dir.z};
}
time_t get_time()
{
struct timespec time_;
clock_gettime(CLOCK_MONOTONIC, &time_);
return (time_.tv_sec * 1000 + time_.tv_nsec / 1000000);
}
void translate(Win *win, Vec3 move)
{
Vec3 x = move.x * win->scene.u;
Vec3 y = move.y * win->scene.v;
Vec3 z = move.z * win->scene.w;
win->scene.camera = win->scene.camera + x + y + z;
}
Vec3 rotate(Vec3 u, int axes, float angle)
{
float cos_ = cos(angle);
float sin_ = sin(angle);
switch (axes)
{
case 'x':
{
return (Vec3){
u.x,
u.y * cos_ - u.z * sin_,
u.y * sin_ + u.z * cos_};
}
case 'y':
{
return (Vec3){
u.x * cos_ + u.z * sin_,
u.y,
-u.x * sin_ + u.z * cos_,
};
}
case 'z':
{
return (Vec3){
u.x * cos_ - u.y * sin_,
u.x * sin_ + u.y * cos_,
u.z};
}
default:
{
std::cerr << "Error in rotation" << std::endl;
exit(0);
}
}
return (Vec3){};
}