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use auto_ops::{impl_op_ex, impl_op_ex_commutative};
use std::fmt;
pub type Point3 = Vec3;
pub type Color = Vec3;
#[derive(Clone, Default, Debug)]
pub struct Vec3 {
pub x: f64,
pub y: f64,
pub z: f64,
}
impl Vec3 {
pub fn new() -> Vec3 {
Vec3 {
x: 0.0,
y: 0.0,
z: 0.0,
}
}
pub fn get(&self, index: usize) -> Option<&f64> {
match index {
0 => Some(&self.x),
1 => Some(&self.y),
2 => Some(&self.z),
_ => None,
}
}
pub fn get_mut(&mut self, index: usize) -> Option<&mut f64> {
match index {
0 => Some(&mut self.x),
1 => Some(&mut self.y),
2 => Some(&mut self.z),
_ => None,
}
}
pub fn length(&self) -> f64 {
self.length_squared().sqrt()
}
pub fn length_squared(&self) -> f64 {
self.x * self.x + self.y * self.y + self.z * self.z
}
pub fn dot(&self, other: &Vec3) -> f64 {
self.x * other.x + self.y * other.y + self.z * other.z
}
pub fn cross(&self, other: &Vec3) -> Vec3 {
Vec3 {
x: self.y * other.z - self.z * other.y,
y: self.z * other.x - self.x * other.z,
z: self.x * other.y - self.y * other.x,
}
}
pub fn unit_vector(&self) -> Vec3 {
self / self.length()
}
pub fn random() -> Vec3 {
Vec3 {
x: rand::random::<f64>(),
y: rand::random::<f64>(),
z: rand::random::<f64>(),
}
}
pub fn random_in_range(min: f64, max: f64) -> Vec3 {
Vec3 {
x: min + (max - min) * rand::random::<f64>(),
y: min + (max - min) * rand::random::<f64>(),
z: min + (max - min) * rand::random::<f64>(),
}
}
pub fn random_in_unit_sphere() -> Vec3 {
loop {
let p = Vec3 {
x: 2.0 * rand::random::<f64>() - 1.0,
y: 2.0 * rand::random::<f64>() - 1.0,
z: 2.0 * rand::random::<f64>() - 1.0,
};
if p.length_squared() < 1.0 {
return p;
}
};
}
pub fn random_unit_vector() -> Vec3 {
Self::random_in_unit_sphere().unit_vector()
}
pub fn random_in_unit_disk() -> Vec3 {
loop {
let p = Vec3 {
x: 2.0 * rand::random::<f64>() -1.0,
y: 2.0 * rand::random::<f64>() -1.0,
z: 0.0,
};
if p.length_squared() < 1.0 {
return p;
}
}
}
pub fn near_zero(&self) -> bool {
const S: f64 = 1e-8;
self.x.abs() < S && self.y.abs() < S && self.z.abs() < S
}
pub fn reflect(&self, normal: &Vec3) -> Vec3 {
self - 2.0 * self.dot(normal) * normal
}
pub fn refract(&self, normal: &Vec3, etai_over_etat: f64) -> Vec3 {
let cos_theta = normal.dot(&-self).min(1.0);
let r_out_perp = etai_over_etat * (self + cos_theta * normal);
let r_out_parallel = -((1.0 - r_out_perp.length_squared()).abs().sqrt()) * normal;
r_out_perp + r_out_parallel
}
pub fn has_infinite_member(&self) -> bool {
self.x.is_infinite() || self.y.is_infinite() || self.z.is_infinite()
}
// fn hue_to_rgb(&self) -> f64 {
// let mut z = self.z;
// if z < 0.0 { z += 1.0 }
// if z > 1.0 { z -= 1.0 }
// if z < 1.0/6.0 {
// self.x + (self.y - self.x) * 6.0 * z
// } else if z < 1.0/2.0 {
// self.y
// } else if z < 2.0/3.0 {
// self.x + (self.y - self.x) * (2.0/3.0 - z) * 6.0
// } else {
// self.x
// }
// }
fn hue_to_rgb(p: f64, q: f64, t:f64) -> f64 {
let mut t = t;
if t < 0.0 { t += 1.0 }
if t > 1.0 { t -= 1.0 }
if t < 1.0/6.0 {
p + (q - p) * 6.0 * t
} else if t < 1.0/2.0 {
q
} else if t < 2.0/3.0 {
p + (q - p) * (2.0/3.0 - t) * 6.0
} else {
p
}
}
pub fn hsl_to_rgb(&self) -> Vec3 {
if self.y == 0.0 {
Vec3 {x: self.z, y: self.z, z: self.z}
} else {
let q = if self.z < 0.5 {
self.z * (1.0 + self.y)
} else {
self.z + self.y - self.z * self.y
};
let p = 2.0 * self.z - q;
Vec3{x: Self::hue_to_rgb(p, q, self.x + 1.0/3.0), y: Self::hue_to_rgb(p, q, self.x), z: Self::hue_to_rgb(p, q, self.x - 1.0/3.0)}
}
}
pub fn xy_diff(&self, func: &dyn Fn(&Vec3) -> f64) -> Vec3 {
let h = f64::EPSILON.powf(1.0 / 3.0);
let here = func(self);
let x_there = func(&(self + Vec3{x: h, y: 0.0, z: 0.0 }));
let y_there = func(&(self + Vec3{x: 0.0, y: h, z: 0.0 }));
let x_diff = (x_there - here) / h;
let y_diff = (y_there - here) / h;
Vec3 {
x: x_diff,
y: y_diff,
z: 0.0,
}
}
}
impl fmt::Display for Vec3 {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "{} {} {}", self.x, self.y, self.z)
}
}
impl<'a> IntoIterator for &'a Vec3 {
type Item = f64;
type IntoIter = Vec3Iterator<'a>;
fn into_iter(self) -> Self::IntoIter {
Vec3Iterator {
vec3: self,
index: 0,
}
}
}
pub struct Vec3Iterator<'a> {
vec3: &'a Vec3,
index: usize,
}
impl<'a> Iterator for Vec3Iterator<'a> {
type Item = f64;
fn next(&mut self) -> Option<f64> {
let result = match self.index {
0 => self.vec3.x,
1 => self.vec3.y,
2 => self.vec3.z,
_ => return None,
};
self.index += 1;
Some(result)
}
}
impl_op_ex!(- |a: &Vec3| -> Vec3 {
Vec3 {
x: -a.x,
y: -a.y,
z: -a.z,
}
});
impl_op_ex!(+= |lhs: &mut Vec3, rhs: Vec3| { *lhs = Vec3 { x: lhs.x + rhs.x, y: lhs.y + rhs.y, z: lhs.z + rhs.z } });
impl_op_ex!(*= |lhs: &mut Vec3, rhs: &f64| { *lhs = Vec3 { x: lhs.x * rhs, y: lhs.y * rhs, z: lhs.z * rhs } });
impl_op_ex!(/= |lhs: &mut Vec3, rhs: &f64| { *lhs *= 1.0 / rhs });
impl_op_ex!(+ |lhs: &Vec3, rhs: &Vec3| -> Vec3 { Vec3 { x: lhs.x + rhs.x, y: lhs.y + rhs.y, z: lhs.z + rhs.z } });
impl_op_ex!(-|lhs: &Vec3, rhs: &Vec3| -> Vec3 {
Vec3 {
x: lhs.x - rhs.x,
y: lhs.y - rhs.y,
z: lhs.z - rhs.z,
}
});
impl_op_ex!(*|lhs: &Vec3, rhs: &Vec3| -> Vec3 {
Vec3 {
x: lhs.x * rhs.x,
y: lhs.y * rhs.y,
z: lhs.z * rhs.z,
}
});
impl_op_ex_commutative!(*|lhs: &Vec3, rhs: &f64| -> Vec3 {
Vec3 {
x: lhs.x * rhs,
y: lhs.y * rhs,
z: lhs.z * rhs,
}
});
impl_op_ex!(/ |lhs: &Vec3, rhs: &f64| -> Vec3 { lhs * (1.0/rhs) });
|