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Copy pathvec3.h
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169 lines (134 loc) · 3.71 KB
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#pragma once
#include "rtweekend.h"
#include <cmath>
#include <iostream>
using std::sqrt;
class vec3 {
public:
vec3() : e{ 0,0,0 } {}
vec3(double e0, double e1, double e2) : e{ e0, e1, e2 } {}
// vec3(vec3& vector) : e{ *vector.e } {}
// Get coordinate values
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
// Get negative vector
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
// Access values by index
double operator[](int i) const { return e[i]; }
double& operator[](int i) { return e[i]; }
// Vector addition and subtraction
vec3& operator+=(const vec3& v) {
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
vec3& operator-=(const vec3& v) {
return *this += (-v);
}
// Scalar multiplication and division
vec3& operator*=(const double t) {
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator/=(const double t) {
return *this *= 1 / t;
}
// Magnitude
double length() const {
return sqrt(length_squared());
}
double length_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
// Create random vectors
inline static vec3 random() {
return vec3(random_double(), random_double(), random_double());
}
inline static vec3 random(double min, double max) {
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
}
// Avoid unwanted 0 vectors
bool near_zero() const {
const auto s = 1e-8;
return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
}
double e[3];
};
//Type aliases
using point3 = vec3;
using color = vec3;
// Utility functions
// Printing vectors
inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
}
// Vector addition and subtraction
inline vec3 operator+(const vec3& u, const vec3& v) {
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v) {
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
// Scalar multiplication and division
inline vec3 operator*(double t, const vec3& v) {
return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
}
inline vec3 operator*(const vec3& v, double t) {
return t * v;
}
inline vec3 operator/(vec3 v, double t) {
return (1 / t) * v;
}
// Vector multiplication
// Hadamard Product
inline vec3 operator*(const vec3& u, const vec3& v) {
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
// Dot product
inline double dot(const vec3& u, const vec3& v) {
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
// Cross product
inline vec3 cross(const vec3& u, const vec3& v) {
return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
u.e[2] * v.e[0] - u.e[0] * v.e[2],
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
// Unit vector
inline vec3 unit_vector(vec3 v) {
return v / v.length();
}
// Random vectors
vec3 random_in_unit_sphere() {
while (true) {
auto p = vec3::random(-1, 1);
if (p.length_squared() < 1) return p;
}
}
vec3 random_unit_vector() {
return unit_vector(random_in_unit_sphere());
}
vec3 random_in_unit_disk() {
while (true) {
auto p = vec3(random_double(-1, 1), random_double(-1, 1), 0);
if (p.length_squared() < 1) return p;
}
}
// Vector math for pure reflection
vec3 reflect(const vec3& v, const vec3& n) {
// Scale the unit vector n to 2*dot product
return v - (2 * dot(v, n) * n);
}
// Vector math for arbitrary refraction
vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat) {
auto cos_theta = fmin(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
return r_out_parallel + r_out_perp;
}