2020-06-01 02:49:50 +02:00
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#pragma once
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#include <cmath>
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#include <iostream>
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2020-06-07 00:01:46 +02:00
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#include "rtweekend.h"
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2020-06-01 02:49:50 +02:00
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class vec3
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{
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public:
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2020-06-07 00:01:46 +02:00
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inline static vec3 random()
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{
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return vec3(random_double(),random_double(),random_double());
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}
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inline static vec3 random(double min, double max)
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{
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return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
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}
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2020-06-01 02:49:50 +02:00
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vec3() : e{0,0,0} {}
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vec3(double e0, double e1, double e2) : e{e0, e1, e2} {}
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double x() const { return e[0]; }
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double y() const { return e[1]; }
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double z() const { return e[2]; }
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vec3 operator-() const { return vec3(-e[0], -e[1], -e[2]); }
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double operator[](int i) const { return e[i]; }
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double& operator[](int i) { return e[i]; }
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vec3& operator+=(const vec3 &v)
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{
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e[0] += v.e[0];
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e[1] += v.e[1];
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e[2] += v.e[2];
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return *this;
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}
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vec3& operator*=(const double t)
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{
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e[0] *= t;
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e[1] *= t;
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e[2] *= t;
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return *this;
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}
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vec3& operator/=(const double t)
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{
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return *this *= 1 / t;
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}
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double length() const
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{
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2020-06-06 05:09:13 +02:00
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return std::sqrt(length_squared());
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2020-06-01 02:49:50 +02:00
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}
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2020-06-06 05:09:13 +02:00
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double length_squared() const
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2020-06-01 02:49:50 +02:00
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{
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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public:
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double e[3];
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};
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// type aliases for vec3
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using point3 = vec3; // 3D point
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using colour = vec3; // RGB colour
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// utility functions
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inline std::ostream& operator<<(std::ostream &out, const vec3 &v)
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{
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return out << v.e[0] << ' ' << v.e[1] << ' ' << v.e[2];
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}
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inline vec3 operator+(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] + v.e[0], u.e[1] + v.e[1], u.e[2] + v.e[2]);
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}
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inline vec3 operator-(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] - v.e[0], u.e[1] - v.e[1], u.e[2] - v.e[2]);
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}
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inline vec3 operator*(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[0] * v.e[0], u.e[1] * v.e[1], u.e[2] * v.e[2]);
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}
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inline vec3 operator*(double t, const vec3 &v)
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{
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return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
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}
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inline vec3 operator*(const vec3 &v, double t)
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{
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return t * v;
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}
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inline vec3 operator/(vec3 v, double t)
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{
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return (1 / t) * v;
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}
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inline double dot(const vec3 &u, const vec3 &v)
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{
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return u.e[0] * v.e[0]
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+ u.e[1] * v.e[1]
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+ u.e[2] * v.e[2];
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}
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inline vec3 cross(const vec3 &u, const vec3 &v)
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{
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return vec3(u.e[1] * v.e[2] - u.e[2] * v.e[1],
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u.e[2] * v.e[0] - u.e[0] * v.e[2],
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u.e[0] * v.e[1] - u.e[1] * v.e[0]);
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}
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2020-06-04 01:47:33 +02:00
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inline vec3 lerp(const vec3 &a, const vec3 &b, double t)
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{
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return (1.0 - t) * a + t * b;
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}
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2020-06-06 05:09:13 +02:00
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inline vec3 unit_vector(vec3 v)
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2020-06-01 02:49:50 +02:00
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{
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return v / v.length();
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}
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2020-06-07 00:01:46 +02:00
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vec3 random_in_unit_sphere()
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{
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while (true)
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{
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auto p = vec3::random(-1,1);
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if (p.length_squared() >= 1) continue;
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return p;
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}
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}
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