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vec3.h
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vec3.h
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#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
class vec3;
double dot(const vec3 &u, const vec3 &v);
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_squared() const {
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
double length() { return sqrt(length_squared()); }
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));
}
static vec3 random_in_unit_sphere() {
while (true) {
auto p = random(-1, 1);
if (p.length_squared() >= 1) continue;
return p;
}
}
static vec3 random_unit_vector() {
auto a = random_double(0, 2 * pi);
auto z = random_double(-1, 1);
auto r = sqrt(1 - z * z);
return vec3(r * cos(a), r * sin(a), z);
}
};
// Type aliases for vec3
using point3 = vec3; // 3D point
using color = vec3; // RGB color
// 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]);
}
// Returns the unit vector of v
inline vec3 unit_vector(vec3 v) { return v / v.length(); }
// Returns reflected ray v with normal n
vec3 reflect(const vec3 &v, const vec3 &n) { return v - 2 * dot(v, n) * n; }
/**
* uv: incoming ray, n: normal, etai_over_etat: eta/eta'
*/
vec3 refract(const vec3 &uv, const vec3 &n, double etai_over_etat) {
auto cos_theta = dot(-uv, n);
vec3 r_out_parallel = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
return r_out_parallel + r_out_perp;
}
// Return a vector in a unit disk originated at (0, 0, 0)
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;
}
}
#endif