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#ifndef VEC3_H
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#define VEC3_H
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#include "random.h"
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#include <cmath>
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#include <iostream>
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struct vec3 {
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public:
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double e[3];
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constexpr vec3() : e{0,0,0} {}
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constexpr vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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constexpr double x() const { return e[0]; }
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constexpr double y() const { return e[1]; }
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constexpr double z() const { return e[2]; }
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double& x() { return e[0]; }
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double& y() { return e[1]; }
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double& z() { return e[2]; }
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constexpr vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
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constexpr double operator[](int i) const { return e[i]; }
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constexpr double& operator[](int i) { return e[i]; }
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constexpr vec3& operator+=(const vec3& v) {
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[2] += v.e[2];
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return *this;
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}
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constexpr vec3& operator*=(double t) {
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e[0] *= t;
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e[1] *= t;
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e[2] *= t;
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return *this;
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}
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constexpr vec3& operator/=(double t) {
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return *this *= 1/t;
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}
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constexpr vec3 operator+(const vec3& v) const {
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return vec3(e[0] + v.e[0], e[1] + v.e[1], e[2] + v.e[2]);
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}
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constexpr vec3 operator-(const vec3& v) const {
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return vec3(e[0] - v.e[0], e[1] - v.e[1], e[2] - v.e[2]);
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}
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constexpr vec3 operator*(const vec3& v) const {
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return vec3(e[0] * v.e[0], e[1] * v.e[1], e[2] * v.e[2]);
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}
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constexpr vec3 operator*(double t) const {
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return vec3(t*e[0], t*e[1], t*e[2]);
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}
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constexpr vec3 operator/(double t) const {
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t = 1 / t;
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return vec3(t*e[0], t*e[1], t*e[2]);
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}
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constexpr double length() const {
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return std::sqrt(length_squared());
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}
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constexpr double length_squared() const {
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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constexpr vec3 normalize() const {
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auto v = *this;
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v /= length();
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return v;
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}
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constexpr double dot(const vec3& v) const {
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return e[0] * v.e[0] + e[1] * v.e[1] + e[2] * v.e[2];
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}
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constexpr vec3 reflect(vec3 v) const {
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v *= -2 * dot(v);
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v += *this;
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return v;
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}
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constexpr vec3 refract(vec3 v, double etaietat) const {
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auto inv = -(*this);
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auto cos_theta = std::min(inv.dot(v), 1.0);
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auto rperp = (*this + v * cos_theta) * etaietat;
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auto rpara = v * -std::sqrt(std::fabs(1.0 - rperp.length_squared()));
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return rperp + rpara;
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}
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};
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// point3 is just an alias for vec3, but useful for geometric clarity in the code.
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using point3 = vec3;
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// Vector Utility Functions
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inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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}
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constexpr inline vec3 operator*(double t, const vec3& v) {
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return v * t;
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}
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constexpr inline vec3 operator/(double t, const vec3& v) {
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return v * (1 / t);
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}
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inline constexpr vec3 cross(const vec3& u, const vec3& v) {
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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}
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inline constexpr vec3 unit_vector(const vec3& v) {
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return v / v.length();
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}
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inline vec3 randomUnitSphere() {
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for (;;) {
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if (auto p = vec3(randomN(), randomN(), randomN()) * 2 - vec3(1, 1, 1); p.length_squared() < 1)
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return p;
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}
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}
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inline vec3 randomHemisphere(const vec3& normal) {
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vec3 unit = randomUnitSphere().normalize();
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return unit.dot(normal) > 0 ? unit : -unit;
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}
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#endif
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