make Vec3#random generate unit vectors by default
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@ -17,29 +17,33 @@ public record Vec3(double x, double y, double z) {
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assert Double.isFinite(x) && Double.isFinite(y) && Double.isFinite(z) : "x, y and z must be finite";
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}
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/**
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* {@return a uniformly random vector with components in the range [-1, 1)}
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*/
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public static @NotNull Vec3 random(@NotNull RandomGenerator random) {
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return new Vec3(
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Math.fma(2, random.nextDouble(), -1),
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Math.fma(2, random.nextDouble(), -1),
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Math.fma(2, random.nextDouble(), -1)
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);
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}
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/**
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* {@return a uniformly random unit vector}
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*/
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public static @NotNull Vec3 random(@NotNull RandomGenerator random, boolean unit) {
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if (!unit) return random(random);
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Vec3 vec;
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public static @NotNull Vec3 random(@NotNull RandomGenerator random) {
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double x, y, z;
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double squared;
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do {
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vec = random(random);
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squared = vec.squared();
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x = Math.fma(2, random.nextDouble(), -1);
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y = Math.fma(2, random.nextDouble(), -1);
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z = Math.fma(2, random.nextDouble(), -1);
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squared = x * x + y * y + z * z;
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} while (squared > 1);
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return vec.div(Math.sqrt(squared));
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var factor = 1 / Math.sqrt(squared);
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return new Vec3(x * factor, y * factor, z * factor);
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}
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public static @NotNull Vec3 randomOppositeHemisphere(@NotNull RandomGenerator random, @NotNull Vec3 direction) {
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double x, y, z;
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double squared;
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do {
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x = Math.fma(2, random.nextDouble(), -1);
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y = Math.fma(2, random.nextDouble(), -1);
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z = Math.fma(2, random.nextDouble(), -1);
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squared = x * x + y * y + z * z;
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} while (squared > 1 || direction.x() * x + direction.y() * y + direction.z() * z >= 0);
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var factor = 1 / Math.sqrt(squared);
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return new Vec3(x * factor, y * factor, z * factor);
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}
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public static @NotNull Vec3 reflect(@NotNull Vec3 vec, @NotNull Vec3 normal) {
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@ -25,7 +25,7 @@ public record MetallicMaterial(@NotNull Texture texture, double fuzz) implements
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public @NotNull Optional<ScatterResult> scatter(@NotNull Ray ray, @NotNull HitResult hit, @NotNull RandomGenerator random) {
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var newDirection = Vec3.reflect(ray.direction(), hit.normal());
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if (fuzz > 0) {
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newDirection = newDirection.unit().plus(Vec3.random(random, true).times(fuzz));
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newDirection = newDirection.unit().plus(Vec3.random(random).times(fuzz));
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}
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var attenuation = texture.get(hit);
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return Optional.of(new SpecularScatterResult(attenuation, new Ray(hit.position(), newDirection)));
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@ -21,7 +21,7 @@ public record CosineProbabilityDensityFunction(@NotNull Vec3 normal) implements
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@Override
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public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
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var out = normal().plus(Vec3.random(random, true));
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var out = normal().plus(Vec3.random(random));
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return out.isNearZero() ? normal() : out;
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}
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}
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@ -14,6 +14,6 @@ public record SphereProbabilityDensityFunction() implements ProbabilityDensityFu
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@Override
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public @NotNull Vec3 generate(@NotNull RandomGenerator random) {
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return Vec3.random(random, true);
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return Vec3.random(random);
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}
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}
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@ -53,7 +53,7 @@ public final class PerlinTexture implements Texture {
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this.mask = count - 1;
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this.randvec = new Vec3[count];
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for (int i = 0; i < count; i++) {
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this.randvec[i] = Vec3.random(random, true);
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this.randvec[i] = Vec3.random(random);
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}
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this.permX = generatePerm(count, random);
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this.permY = generatePerm(count, random);
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@ -143,7 +143,7 @@ public final class Box implements Hittable, Target {
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@Override
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public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
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if (contains(origin)) return Vec3.random(random, true);
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if (contains(origin)) return Vec3.random(random);
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// determine sides facing the origin and their solid angles
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int visible = 0;
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@ -89,13 +89,12 @@ public final class Sphere implements Hittable, Target {
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@Override
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public @NotNull Vec3 getTargetingDirection(@NotNull Vec3 origin, @NotNull RandomGenerator random) {
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var direction = center.minus(origin);
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Vec3 target;
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do {
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target = Vec3.random(random, true);
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} while (target.times(direction) >= 0);
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return target.times(radius).plus(center).minus(origin);
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var out = Vec3.randomOppositeHemisphere(random, direction);
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return new Vec3(
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Math.fma(radius, out.x(), center.x() - origin.x()),
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Math.fma(radius, out.y(), center.y() - origin.y()),
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Math.fma(radius, out.z(), center.z() - origin.z())
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);
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}
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@Override
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