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vec3.h
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#pragma once
#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} {}
// 返回向量的 x、y、z 坐标的成员函数
double x() const { return e[0]; }
double y() const { return e[1]; }
double z() const { return e[2]; }
// 重载一元负运算符,返回当前向量的负向量
vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
// 重载下标运算符,允许通过下标访问向量的各个坐标分量
// 返回索引i处元素的值,但不允许修改vec3对象。
double operator[](int i) const { return e[i]; }
// 可以通过下标修改向量的元素
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() const
{
return sqrt(length_squared());
}
double length_squared() const
{
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
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
{
// Return true if the vector is close to zero in all dimensions.
auto s = 1e-8;
return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
}
};
// point3 is just an alias for vec3, but useful for geometric clarity in the code.
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/(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(vec3 v)
{
return v / v.length();
}
inline vec3 random_in_unit_sphere()
{
while (true)
{
auto p = vec3::random(-1, 1);
if (p.length_squared() < 1)
return p;
}
}
inline vec3 random_unit_vector()
{
return unit_vector(random_in_unit_sphere());
}
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_on_hemisphere(const vec3& normal)
{
vec3 on_unit_sphere = random_unit_vector();
if (dot(on_unit_sphere, normal) > 0.0) // In the same hemisphere as the normal
return on_unit_sphere;
else
return -on_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 = dot(-uv, n);
vec3 r_out_parallel = etai_over_etat * (uv + cos_theta * n);
vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
return r_out_parallel + r_out_perp;
}