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-rw-r--r--vec3.h149
1 files changed, 149 insertions, 0 deletions
diff --git a/vec3.h b/vec3.h
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+++ b/vec3.h
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+#ifndef VEC3_H
+#define VEC3_H
+
+#include <cmath>
+#include <iostream>
+
+using std::sqrt;
+
+struct vec3 {
+ public:
+ double e[3];
+
+ constexpr vec3() : e{0,0,0} {}
+ constexpr vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
+
+ constexpr double x() const { return e[0]; }
+ constexpr double y() const { return e[1]; }
+ constexpr double z() const { return e[2]; }
+ double& x() { return e[0]; }
+ double& y() { return e[1]; }
+ double& z() { return e[2]; }
+
+ constexpr vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
+ constexpr double operator[](int i) const { return e[i]; }
+ constexpr double& operator[](int i) { return e[i]; }
+
+ constexpr vec3& operator+=(const vec3& v) {
+ e[0] += v.e[0];
+ e[1] += v.e[1];
+ e[2] += v.e[2];
+ return *this;
+ }
+
+ constexpr vec3& operator*=(double t) {
+ e[0] *= t;
+ e[1] *= t;
+ e[2] *= t;
+ return *this;
+ }
+
+ constexpr vec3& operator/=(double t) {
+ return *this *= 1/t;
+ }
+
+ constexpr vec3 operator+(const vec3& v) const {
+ return vec3(e[0] + v.e[0], e[1] + v.e[1], e[2] + v.e[2]);
+ }
+
+ constexpr vec3 operator-(const vec3& v) const {
+ return vec3(e[0] - v.e[0], e[1] - v.e[1], e[2] - v.e[2]);
+ }
+
+ constexpr vec3 operator*(const vec3& v) const {
+ return vec3(e[0] * v.e[0], e[1] * v.e[1], e[2] * v.e[2]);
+ }
+
+ constexpr vec3 operator*(double t) const {
+ return vec3(t*e[0], t*e[1], t*e[2]);
+ }
+
+ constexpr vec3 operator/(double t) const {
+ t = 1 / t;
+ return vec3(t*e[0], t*e[1], t*e[2]);
+ }
+
+ constexpr double length() const {
+ return sqrt(length_squared());
+ }
+
+ constexpr double length_squared() const {
+ return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
+ }
+
+ constexpr vec3 normalize() const {
+ auto v = *this;
+ v /= length();
+ return v;
+ }
+
+ constexpr double dot(const vec3& v) const {
+ return e[0] * v.e[0] + e[1] * v.e[1] + e[2] * v.e[2];
+ }
+
+ constexpr vec3 reflect(vec3 v) const {
+ v *= -2 * dot(v);
+ v += *this;
+ return v;
+ }
+
+ constexpr vec3 refract(vec3 v, double etaietat) const {
+ auto inv = -(*this);
+ auto cos_theta = std::min(inv.dot(v), 1.0);
+ auto rperp = (*this + v * cos_theta) * etaietat;
+ auto rpara = v * -std::sqrt(std::fabs(1.0 - rperp.length_squared()));
+ return rperp + rpara;
+ }
+
+ static vec3 random() {
+ return vec3(randomN(), randomN(), randomN());
+ }
+
+ //static vec3 random(double min, double max) {
+ // return vec3(randomN(min,max), randomN(min,max), randomN(min,max));
+ //}
+};
+
+// point3 is just an alias for vec3, but useful for geometric clarity in the code.
+using point3 = vec3;
+
+
+// Vector Utility Functions
+
+inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
+ return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
+}
+
+constexpr inline vec3 operator*(double t, const vec3& v) {
+ return v * t;
+}
+
+constexpr inline vec3 operator/(double t, const vec3& v) {
+ return v * (1 / t);
+}
+
+
+inline constexpr 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 constexpr vec3 unit_vector(const vec3& v) {
+ return v / v.length();
+}
+
+inline vec3 randomUnitSphere() {
+ for (;;) {
+ if (auto p = vec3::random() * 2 - vec3(1, 1, 1); p.length_squared() < 1)
+ return p;
+ }
+}
+
+inline vec3 randomHemisphere(const vec3& normal) {
+ vec3 unit = randomUnitSphere().normalize();
+ return unit.dot(normal) > 0 ? unit : -unit;
+}
+
+#endif
+