#ifndef VEC3_H #define VEC3_H #include "random.h" #include #include 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 std::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()); } }; // 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