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Vec3.h
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#pragma once
#ifndef VEC3_H
#define VEC3_H
#include <cmath>
#include <iostream>
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() const
{
return std::sqrt(LengthSquared());
}
double LengthSquared() const
{
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
}
bool NearZero() const
{
// Return true if the vector is close to zero in all dimensions
auto s = 1e-8;
return (std::fabs(e[0]) < s) && (std::fabs(e[1]) < s) && (std::fabs(e[2]) < s);
}
static Vec3 Random()
{
return Vec3(RandomDouble(), RandomDouble(), RandomDouble());
}
static Vec3 Random(double min, double max)
{
return Vec3(RandomDouble(min, max), RandomDouble(min, max), RandomDouble(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];
}
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 Normalized(const Vec3& v)
{
return v / v.Length();
}
inline Vec3 RandomNormalized2DVector()
{
while (true)
{
auto p = Vec3(RandomDouble(-1, 1), RandomDouble(-1, 1), 0);
if (p.LengthSquared() < 1)
{
return p;
}
}
}
inline Vec3 RandomNormalizedVector()
{
while (true)
{
auto p = Vec3::Random(-1, 1);
auto lenSq = p.LengthSquared();
if (1e-160 < lenSq && lenSq <= 1)
{
return p / sqrt(lenSq);
}
}
}
inline Vec3 RandomOnHemisphere(const Vec3& normal)
{
Vec3 onUnitSphere = RandomNormalizedVector();
if (Dot(onUnitSphere, normal) > 0.0) // In the same hemisphere as the normal
{
return onUnitSphere;
}
else
{
return -onUnitSphere;
}
}
inline Vec3 LambertianSphere(const Vec3& normal)
{
return normal + RandomNormalizedVector(); // P + normal + random - P
}
inline Vec3 Reflect(const Vec3& vector, const Vec3& normal)
{
return vector - 2 * Dot(vector, normal) * normal;
}
inline Vec3 Refract(const Vec3& normalizedVector, const Vec3& normal, double etaOverEtaPrime)
{
auto cosTheta = std::fmin(Dot(-normalizedVector, normal), 1.0);
Vec3 rOutPerp = etaOverEtaPrime * (normalizedVector + cosTheta * normal);
Vec3 rOutParallel = -std::sqrt(std::fabs(1.0 - rOutPerp.LengthSquared())) * normal;
return rOutPerp + rOutParallel;
}
#endif // VEC3_H