#ifndef VEC3_H #define VEC3_H #include #include 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; } vec3& operator/=(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 { auto s = 1e-8; return (std::fabs(e[0]) < s) && (std::fabs(e[1]) < s) && (std::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 point3 = vec3; 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(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/(const 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(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_unit_vector() { while (true) { auto p = vec3::random(-1,1); auto lensq = p.length_squared(); if (1e-160 < lensq && lensq <= 1) return p / sqrt(lensq); } } 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 = std::fmin(dot(-uv,n),1.0); vec3 r_out_perp = etai_over_etat*(uv+cos_theta*n); vec3 r_out_parallel = -std::sqrt(std::fabs(1.0 - r_out_perp.length_squared())) * n; return r_out_perp + r_out_parallel; } #endif