#ifndef VEC3_H #define VEC3_H #include #include #include "rtweekend.h" using std::sqrt; class vec3 { public: 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*=(const double t) { e[0] *= t; e[1] *= t; e[2] *= t; return *this; } vec3& operator/=(const double t) { return *this *= 1/t; } double length() { return sqrt(length_squared()); } double length_squared() { return e[0]*e[0] + e[1]*e[1] + e[2]*e[2]; } inline static vec3 random() { return vec3(random_double(), random_double(), random_double()); } inline 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 fabs(e[0]) < s && fabs(e[1]) < s && fabs(e[2]) < s; } public: double e[3]; }; // Type aliases for vec3 using point3 = vec3; // 3D point using color = vec3; // RGB color // vec3 utility functions inline std::ostream& operator<<(std::ostream& out, const vec3 &v) { return out<= 1) continue; return p; } } inline vec3 unit_vector(vec3 v) { return v / v.length(); } vec3 random_unit_vector() { return unit_vector(random_in_unit_sphere()); } vec3 random_in_hemisphere(const vec3& normal) { vec3 in_unit_sphere = random_in_unit_sphere(); if (dot(in_unit_sphere, normal) > 0.0) // In thesame hemisphere as the normal return in_unit_sphere; else return -in_unit_sphere; } vec3 reflect(const vec3& v, const vec3& n) { return v - 2*dot(v,n)*n; } vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat) { auto cos_theta = fmin(dot(-uv, n), 1.0); vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n); vec3 r_out_parrallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n; return r_out_perp + r_out_parrallel; } #endif