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author | Julian T <julian@jtle.dk> | 2021-08-05 15:44:40 +0200 |
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committer | Julian T <julian@jtle.dk> | 2021-08-05 15:44:40 +0200 |
commit | 3ef8f4d918406eec6bdc29e0ebd883fabfac9b2e (patch) | |
tree | aa4b1aac1e165821c16f222ebfb9212a9740e98b /src/world/shapes/sphere.rs | |
parent | 45119506c0293fdde6cef35f6e6f82d4055b46b6 (diff) |
Add picture for c5505ab84820248c6dba35fc06aef9e0ced183derendered
Diffstat (limited to 'src/world/shapes/sphere.rs')
-rw-r--r-- | src/world/shapes/sphere.rs | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/src/world/shapes/sphere.rs b/src/world/shapes/sphere.rs deleted file mode 100644 index 1df9c35..0000000 --- a/src/world/shapes/sphere.rs +++ /dev/null @@ -1,98 +0,0 @@ -//! Implements sphere -//! -//! Spheres are relatively easy to calculate intersections between -use crate::{Float, NEAR_ZERO}; -use crate::core::{Ray, Vector3f, Bound3f}; -use crate::world::{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 { - None - } else { - let disc_sqrt = disc.sqrt(); - - let mut distance = -half_b - disc_sqrt; - if distance <= NEAR_ZERO { - distance = -half_b + disc_sqrt; - } - if distance <= NEAR_ZERO { - return None; - } - - distance /= a; - let w = ray.at(distance); - Some(Intersection::new( - self.norm_at(&w), - w, - ray, - distance, - )) - } - - } - - /// Box containing the circle - /// - /// # Examples - /// - /// ``` - /// use rendering::core::Vector3f; - /// use rendering::world::{Hittable, shapes::Sphere}; - /// - /// let sph = Sphere::new(1.0, Vector3f::new(0.0)); - /// let b = sph.bounding_box(); - /// - /// assert!(b.min.x == -1.0 && b.min.y == -1.0 && b.min.z == -1.0); - /// assert!(b.max.x == 1.0 && b.max.y == 1.0 && b.max.z == 1.0); - fn bounding_box(&self) -> Bound3f { - let offset = Vector3f::new(self.radius); - - Bound3f::new(self.center - offset, self.center + offset) - } -} - -#[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); - } -} |