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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
// A fixed-sized vector with basic arithmetic operators useful for
// representing 3D coordinates.
// TODO: switch to Eigen if more functionality is needed.
template <
typename T,
typename = std::enable_if_t<
std::is_same<T, double>::value || std::is_same<T, float>::value>>
struct vec3 {
T x, y, z;
typedef T scalar_t;
vec3(T x, T y, T z) : x(x), y(y), z(z) {}
};
template <typename T>
inline vec3<T> operator+(const vec3<T>& a, const vec3<T>& b) {
return vec3<T>(a.x + b.x, a.y + b.y, a.z + b.z);
}
template <typename T>
inline vec3<T> operator-(const vec3<T>& a, const vec3<T>& b) {
return vec3<T>(a.x - b.x, a.y - b.y, a.z - b.z);
}
template <typename T>
inline vec3<T> operator/(const vec3<T>& a, const T b) {
if (b == 0.0) {
AT_ERROR(
"denominator in vec3 division is 0"); // prevent divide by 0 errors.
}
return vec3<T>(a.x / b, a.y / b, a.z / b);
}
template <typename T>
inline vec3<T> operator*(const T a, const vec3<T>& b) {
return vec3<T>(a * b.x, a * b.y, a * b.z);
}
template <typename T>
inline vec3<T> operator*(const vec3<T>& a, const vec3<T>& b) {
return vec3<T>(a.x * b.x, a.y * b.y, a.z * b.z);
}
template <typename T>
inline T dot(const vec3<T>& a, const vec3<T>& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
template <typename T>
inline vec3<T> cross(const vec3<T>& a, const vec3<T>& b) {
return vec3<T>(
a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
template <typename T>
inline T norm(const vec3<T>& a) {
return sqrt(dot(a, a));
}
template <typename T>
std::ostream& operator<<(std::ostream& os, const vec3<T>& v) {
os << "vec3(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
}