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Diffstat (limited to 'vec3.h')
-rw-r--r-- | vec3.h | 149 |
1 files changed, 149 insertions, 0 deletions
@@ -0,0 +1,149 @@ +#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 + |