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vec.h
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#ifndef VEC_H
#define VEC_H
#include <iostream>
#include <cmath>
using namespace std;
using std::sqrt;
class vec{
public:
vec(){
e[0] = 0;
e[1] = 0;
e[2] = 0;
}
vec(double e0, double e1, double e2){
e[0] = e0;
e[1] = e1;
e[2] = e2;
}
double x() const {
return e[0];
}
double y() const{
return e[1];
}
double z() const{
return e[2];
}
vec operator - () const {
return vec(-e[0], -e[1], -e[2]);
}
double operator [] (int i) const{
return e[i];
}
double& operator [] (int i) {
return e[i];
}
vec& operator += (const vec &v){
e[0] += v.e[0];
e[1] += v.e[1];
e[2] += v.e[2];
return *this;
}
vec& operator *= (const double t){
e[0] *= t;
e[1] *= t;
e[2] *= t;
return *this;
}
vec& operator /= (const double t){
e[0] /= t;
e[1] /= t;
e[2] /= t;
return *this;
}
double length() const{
return sqrt(length_squared());
}
double length_squared() const{
return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
}
inline static vec random(){
return vec(random_double(), random_double(), random_double() );
}
inline static vec random(double min, double max){
return vec(random_double(min, max), random_double(min, max), random_double(min, max));
}
bool near_zero() const{
const auto s = 1e-8;
return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
}
public:
double e[3];
};
inline ostream& operator << (ostream &out, const vec &v){
return out << v.e[0] << ' '<<v.e[1] << ' '<<v.e[2];
}
inline vec operator + (const vec &u, const vec &v){
return vec(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
}
inline vec operator - (const vec &u, const vec &v){
return vec(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
}
inline vec operator * (const vec &u, const vec &v){
return vec(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
}
inline vec operator * (double t, const vec &v){
return vec(t * v.e[0], t*v.e[1] , t*v.e[2]);
}
inline vec operator * (const vec &v, double t){
return t * v;
}
inline vec operator / (vec v, double t){
return (1/t) * v;
}
inline double dot(const vec &u, const vec &v){
return u.e[0]*v.e[0] + u.e[1]*v.e[1] + u.e[2]*v.e[2];
}
inline vec cross(const vec &u, const vec &v){
return vec(u.e[1] * v.e[2] - u.e[2] * v.e[1],
-(u.e[0] * v.e[2] - u.e[2] * v.e[0]),
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
inline vec unit_vector(vec v){
return v / v.length();
}
inline vec random_in_unit_sphere(){
while(true){
auto p = vec::random(-1, 1);
if (p.length_squared() >=1 ){
continue;
}
return p;
}
}
inline vec random_unit_vector(){
return unit_vector(random_in_unit_sphere());
}
inline vec random_in_hemisphere(const vec& normal){
vec in_unit_sphere = random_in_unit_sphere();
if (dot(in_unit_sphere, normal) > 0.0){
return in_unit_sphere;
}
else {
return -in_unit_sphere;
}
}
inline vec reflect(const vec& v, const vec& n){
return v - 2.0 * dot(v, n) * n;
}
inline vec refract(const vec& uv, const vec& n, double eta_ratio){
auto cos_t = fmin(dot(-uv, n), 1.0);
vec r_out_perp = eta_ratio * (uv + cos_t * n);
vec r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
return r_out_perp + r_out_parallel;
}
inline vec random_in_unit_disk(){
while(true){
auto p = vec(random_double(-1, 1), random_double(-1, 1), 0);
if (p.length_squared() >=1){
continue;
}
return p;
}
}
//Alias
using point = vec;
using color = vec;
#endif