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vec3.hpp
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vec3.hpp
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#pragma once
#include "rtweekend.hpp"
#include <cmath>
#include <iostream>
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*=(const double t) {
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator/=(const double t) {
return *this *= 1 / t;
}
double length() const {
return std::sqrt(length_squared());
}
double length_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
bool near_zero() const {
static 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)
);
}
};
// Type aliases for vec3
using point3 = vec3; // 3D point
// vec3 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 double d) {
return vec3(u.e[0] + d, u.e[1] + d, u.e[2] + d);
}
inline vec3 operator+(const double d, const vec3& u) {
return u + d;
}
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]);
}
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/(vec3 v, double t) {
return (1 / t) * v;
}
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(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_on_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_on_unit_sphere());
}
inline vec3 random_on_hemisphere(const vec3& normal) {
vec3 in_unit_sphere = random_on_unit_sphere();
if (dot(in_unit_sphere, normal) > 0.)
return in_unit_sphere;
else
return -in_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.);
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;
}