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authorJulian T <julian@jtle.dk>2021-02-10 23:06:48 +0100
committerJulian T <julian@jtle.dk>2021-02-10 23:06:48 +0100
commit49c6adb0db70ffc30eaac33b66eacf7574b34e26 (patch)
tree60f828ce8abf962fe2d88fdeb4e04db1d7663253 /src/scene/shapes
parent3a144c8c1fc83150fc06d792082db5cc4bce3cc5 (diff)
Fixed most clippy warnings
Diffstat (limited to 'src/scene/shapes')
-rw-r--r--src/scene/shapes/mod.rs4
-rw-r--r--src/scene/shapes/sphere.rs70
2 files changed, 0 insertions, 74 deletions
diff --git a/src/scene/shapes/mod.rs b/src/scene/shapes/mod.rs
deleted file mode 100644
index d7583ad..0000000
--- a/src/scene/shapes/mod.rs
+++ /dev/null
@@ -1,4 +0,0 @@
-mod sphere;
-
-pub use sphere::Sphere;
-
diff --git a/src/scene/shapes/sphere.rs b/src/scene/shapes/sphere.rs
deleted file mode 100644
index eaa6625..0000000
--- a/src/scene/shapes/sphere.rs
+++ /dev/null
@@ -1,70 +0,0 @@
-//! Implements sphere
-//!
-//! Spheres are relatively easy to calculate intersections between
-use crate::Float;
-use crate::core::{Ray, Vector3f, Hittable, Intersection};
-
-pub struct Sphere {
- radius: Float,
- center: Vector3f,
-}
-
-impl Sphere {
- pub fn new(radius: Float, center: Vector3f) -> Sphere {
- Sphere {
- radius,
- center,
- }
- }
-
- fn norm_at(&self, point: &Vector3f) -> Vector3f {
- let mut v = *point - self.center;
- v /= self.radius;
- v
- }
-}
-
-impl Hittable for Sphere {
- // Implementation from ray tracing in a weekend
- fn intersect(&self, ray: &Ray) -> Option<Intersection> {
- let oc = ray.origin - self.center;
- let a = ray.direction.len_squared();
- let half_b = oc.dot(&ray.direction);
- let c = oc.len_squared() - self.radius * self.radius;
- let disc = half_b*half_b - a*c;
-
- if disc < 0.0 {
- return None
- } else {
- let distance = (-half_b - disc.sqrt()) / a;
- if distance < 0.0 {
- return None
- }
- let w = ray.at(distance);
- Some(Intersection {
- n: self.norm_at(&w),
- p: w,
- t: distance,
- })
- }
-
- }
-}
-
-#[cfg(test)]
-mod tests {
- use super::*;
-
- #[test]
- fn sphere_intersect() {
- let sph = Sphere::new(2.0, Vector3f::new_xyz(2.0, 3.0, 4.0));
-
- let ray = Ray {
- origin: Vector3f::new_xyz(1.0, 0.0, 0.0),
- direction: Vector3f::new_xyz(0.0, 1.0, 1.5).norm(),
- };
-
- let dist = sph.intersect(&ray).unwrap();
- assert!((dist.t - 3.28).abs() < 0.01);
- }
-}