#pragma once #include #include "math.h" class vec3 { public: static vec3 random(); static vec3 random(double min, double max); static vec3 random_in_unit_disk(); static vec3 random_unit_vector(); static vec3 random_in_unit_sphere(); static vec3 random_in_hemisphere(const vec3& normal); 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]; } double length() const; double length_squared() const; 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); vec3& operator*=(const double t); vec3& operator/=(const double t); friend std::ostream& operator<<(std::ostream &out, const vec3 &v); friend vec3 operator+(const vec3 &u, const vec3 &v); friend vec3 operator-(const vec3 &u, const vec3 &v); friend vec3 operator*(const vec3 &u, const vec3 &v); friend vec3 operator*(double t, const vec3 &v); friend vec3 operator*(const vec3 &v, double t); friend vec3 operator/(vec3 v, double t); friend vec3 lerp(const vec3 &a, const vec3 &b, double t); friend vec3 reflect(const vec3& v, const vec3& n); friend vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat); friend double dot(const vec3 &u, const vec3 &v); friend vec3 cross(const vec3 &u, const vec3 &v); friend vec3 normalize(vec3 v); private: double e[3]; }; // type aliases for vec3 using point3 = vec3; // 3D point