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vec3.h
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166 lines (123 loc) · 3.78 KB
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#pragma once
#include <iostream>
class vec3 {
public:
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 sqrt(length_squared());
}
double length_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
void write_color(std::ostream& out) {
//write the translated [0,255] value of each colour component
out << static_cast<int>(255.999 * e[0]) << ' '
<< static_cast<int>(255.999 * e[1]) << ' '
<< static_cast<int>(255.999 * e[2]) << '\n';
}
//returns random double in [0, 1)
inline static vec3 random() {
return vec3(random_double(), random_double(), random_double());
}
//returns random double in range
inline static vec3 random(double min, double max) {
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
}
//return true if vector is close to 0 in all dimensions
bool near_zero() const {
const auto s = 1e-8;
return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
}
public:
double e[3];
};
//type aliases
using point3 = vec3;
using color = vec3;
//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 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();
}
//keeps making new random vectors until a vector within a unit sphere is achieved
vec3 random_in_unit_sphere() {
while (true) {
auto p = vec3::random(-1, 1);
if (p.length_squared() >= 1) continue;
return p;
}
}
//returns random unit vector within a unit sphere that has length 1
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) continue;
return p;
}
}
//returns snell's law defined reflected vector given normal and incident ray
vec3 reflect(const vec3& vector, const vec3& normal) {
return vector - 2 * dot(vector, normal) * normal;
}
//returns refracted ray through medium depending on snell's law
vec3 refract_ray(const vec3& uv, const vec3& n, double etai_over_etat) {
auto cos_theta = fmin(dot(-uv, n), 1.0);
vec3 r_out_perpendicular = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perpendicular.length_squared())) * n;
return r_out_perpendicular + r_out_parallel;
}