130 lines
3.3 KiB
C++
130 lines
3.3 KiB
C++
#ifndef VEC3_H
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#define VEC3_H
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#include <cmath>
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#include <iostream>
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#include "util.h"
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class Vec3 {
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public:
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Vec3() : e{0, 0, 0} {}
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Vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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double x() const { return e[0]; }
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double y() const { return e[1]; }
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double z() const { return e[2]; }
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Vec3 operator-() const { return Vec3(-e[0], -e[1], -e[2]); }
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double operator[](int i) const { return e[i]; }
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double& operator[](int i) { return e[i]; }
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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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Vec3& operator*=(const 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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Vec3& operator/=(const double t) { return *this *= 1 / t; }
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double length() const { return std::sqrt(length_squared()); }
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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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inline static Vec3 random() {
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return Vec3(random_double(), random_double(), random_double());
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}
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inline static Vec3 random(double min, double max) {
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return Vec3(random_double(min, max), random_double(min, max), random_double(min, max));
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}
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private:
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double e[3];
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friend std::ostream& operator<<(std::ostream&, const Vec3&);
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friend Vec3 operator+(const Vec3&, const Vec3&);
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friend Vec3 operator-(const Vec3&, const Vec3&);
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friend Vec3 operator*(const Vec3&, const Vec3&);
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friend Vec3 operator*(double, const Vec3&);
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friend Vec3 operator*(const Vec3&, double);
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friend Vec3 operator/(const Vec3&, double);
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friend double dot(const Vec3&, const Vec3&);
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friend Vec3 cross(const Vec3&, const Vec3&);
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friend Vec3 unit_vector(const Vec3);
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};
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using Point3 = Vec3;
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using Color = Vec3;
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// Vec3 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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inline Vec3 operator+(const Vec3& u, const Vec3& v) {
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return Vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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}
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inline Vec3 operator-(const Vec3& u, const Vec3& v) {
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return Vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
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}
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inline Vec3 operator*(const Vec3& u, const Vec3& v) {
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return Vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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}
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inline Vec3 operator*(double t, const Vec3& v) {
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return Vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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inline Vec3 operator*(const Vec3& v, double t) {
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return Vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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inline Vec3 operator/(const Vec3& v, double t) {
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return (1/t) * v;
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}
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inline double dot(const Vec3 &u, const Vec3& v) {
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return u.e[0] * v.e[0]
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+ u.e[1] * v.e[1]
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+ u.e[2] * v.e[2];
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}
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inline 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 Vec3 unit_vector(Vec3 v) {
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return v / v.length();
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}
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inline Vec3 reflect(const Vec3& v, const Vec3& n) {
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return v - 2 * dot(v, n) * n;
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}
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Vec3 random_in_unit_sphere();
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Vec3 random_unit_vector();
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Vec3 random_in_hemisphere(const Vec3& normal);
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Vec3 refract(const Vec3& uv, const Vec3& n, double etai_over_etat);
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Vec3 random_in_unit_disk();
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#endif // VEC3_H
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