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vec3.h
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#ifndef VEC3_H
#define VEC3_H
class vec3 {
public:
double e[3];
vec3() : e{0, 0, 0}{}
vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
double operator[](int i) const { return e[i]; }
double &operator[](int i) { return e[i]; }
vec3& operator+=(const vec3& v){
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
vec3& operator*=(double t){
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec3& operator /=(double t){
return (*this *= 1/t);
}
double length_squared() const{
return (e[0]*e[0] + e[1]*e[1] + e[2]*e[2]);
}
double length() const{
return sqrt(length_squared());
}
static vec3 random(){
return vec3(random_double(), random_double(), random_double());
}
static vec3 random(double min, double max){
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
}
bool near_zero() const {
auto s = 1e-8;
return (std::fabs(e[0]) < s) && (std::fabs(e[1]) < s) && (std::fabs(e[2]) < s);
}
};
using point3 = vec3;
inline std::ostream& operator<<(std::ostream& out, const vec3& v){
return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
}
inline vec3 operator+(const vec3& u, const vec3& v){
return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec3 operator-(const vec3& u, const vec3& v){
return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
inline vec3 operator*(const vec3& u, const vec3& v){
return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
inline vec3 operator*(double t, const vec3& v){
return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
}
inline vec3 operator*(const vec3& v, double t){
return t * v;
}
inline vec3 operator/(const vec3& v, double t){
return (1/t) * v;
}
inline double dot(const vec3& u, const vec3& v){
return u.e[0] * v.e[0]
+ u.e[1] * v.e[1]
+ u.e[2] * v.e[2];
}
inline 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 vec3 unit_vector(const vec3& v){
return v / v.length();
}
inline vec3 random_in_unit_disk(){
while (true) {
auto p = vec3(random_double(-1,1), random_double(-1,1), 0);
if (p.length_squared() < 1)
return p;
}
}
inline vec3 random_unit_vector(){
while(true){
auto p = vec3::random(-1, 1);
auto lensq = p.length_squared();
if(1e-160 < lensq && lensq <= 1){
return p / sqrt(lensq);
}
}
}
inline vec3 random_on_hemisphere(const vec3& normal){
vec3 on_unit_sphere = random_unit_vector();
if(dot(on_unit_sphere, normal) > 0.0)
return on_unit_sphere;
else
return -on_unit_sphere;
}
inline vec3 reflect(const vec3& v, const vec3& n){
// assume that n is a unit vector
return v - 2 * dot(v, n)*n;
}
inline vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat) {
auto cos_theta = std::fmin(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
vec3 r_out_parallel = -std::sqrt(std::fabs(1.0 - r_out_perp.length_squared())) * n;
return r_out_perp + r_out_parallel;
}
#endif