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vec3.h
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177 lines (125 loc) · 3.53 KB
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#ifndef VEC3_H
#define VEC3_H
using namespace std;
class vec3{
public:
double e[3];
vec3(): e{0,0,0} {}
vec3(double e0, double e1, double e2): e{e0, e1, e2} {}
double x() const {return e[0];}
double y() const {return e[1];}
double z() const {return e[2];}
vec3 operator-() const{return vec3(-e[0], -e[1], -e[2]);}
double operator[](int i) const { return e[i];}
double& operator[](int i){return e[i];}
vec3& operator+=(const vec3& v){
e[0]+=v.e[0];
e[1]+=v.e[1];
e[2]+=v.e[2];
return *this;
}
vec3& operator*=(double t){
e[0]*=t;
e[1]*=t;
e[2]*=t;
return *this;
}
// this part showcases clever ways programmers reuse to write efficient programs
vec3& operator/=(double t){
return *this *= 1/t;
}
double length() const{
return sqrt(length_squared());
}
double length_squared()const{
return e[0]*e[0]+e[1]*e[1]+e[2]*e[2];
}
bool near_zero() const{
auto s = 1e-8;
return (fabs(e[0])<s) && (fabs(e[1])< s) && (fabs(e[2])<s);
}
static vec3 random(){
return vec3(random_double(), random_double(), random_double());
}
static vec3 random(double min, double max){
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
}
};
// using aliases like point3
using point3 = vec3;
using pixel = vec3;
using color = vec3;
//vector utility functions
inline std::ostream& operator<<(std::ostream& out, const vec3& v){
return out<<v.e[0]<<' '<<v.e[1]<<' '<<v.e[2];
}
inline vec3 operator+(const vec3& u, const vec3& v){
return vec3(v.e[0]+u.e[0], v.e[1]+u.e[1], v.e[2]+u.e[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v){
return vec3(u.e[0]-v.e[0], u.e[1]-v[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]);
}
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/(const vec3& v, double t){
return (1/t)*v;
}
inline vec3 sqrt(const vec3& v) {
return vec3(std::sqrt(v.e[0]), std::sqrt(v.e[1]), std::sqrt(v.e[2]));
}
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];
}
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]);
}
inline vec3 unit_vector(const vec3& v){
return v/v.length();
}
inline 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;
}
}
inline vec3 random_in_unit_sphere(){
while(true){
auto p= vec3::random(-1,1);
if(p.length_squared()<1){
return p;
}
}
}
inline vec3 random_unit_vector(){
return unit_vector(random_in_unit_sphere());
}
inline vec3 random_on_hemisphere(const vec3& normal){
vec3 on_unit_sphere = random_unit_vector();
if(dot(on_unit_sphere, normal)>0.0){
return on_unit_sphere;
}else{
return -on_unit_sphere;
}
}
inline vec3 reflect(const vec3& v, const vec3& n){
return v - 2*dot(v,n)*n;
}
inline 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_perp + r_out_parallel;
}
#endif