#pragma once #include #include "math.h" class vec3 { public: inline static vec3 random() { return vec3(random_double(),random_double(),random_double()); } inline static vec3 random(double min, double max) { return vec3(random_double(min,max),random_double(min,max),random_double(min,max)); } 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*=(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 std::sqrt(length_squared()); } double length_squared() const { return e[0]*e[0] + e[1]*e[1] + e[2]*e[2]; } public: double e[3]; }; // type aliases for vec3 using point3 = vec3; // 3D point using colour = vec3; // RGB colour // 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/(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 lerp(const vec3 &a, const vec3 &b, double t) { return (1.0 - t) * a + t * b; } inline vec3 unit_vector(vec3 v) { return v / v.length(); }