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-rw-r--r--src/core/bound3.rs8
-rw-r--r--src/core/vector3.rs13
2 files changed, 19 insertions, 2 deletions
diff --git a/src/core/bound3.rs b/src/core/bound3.rs
index ce6bb09..8c467c0 100644
--- a/src/core/bound3.rs
+++ b/src/core/bound3.rs
@@ -64,6 +64,13 @@ impl<T: Number> Bound3<T> {
let diag = self.max - self.min;
diag.x * diag.y * diag.z
}
+
+ pub fn offset(&self, offset: Vector3<T>) -> Self {
+ Self {
+ min: self.min + offset,
+ max: self.max + offset,
+ }
+ }
}
impl Bound3f {
@@ -86,7 +93,6 @@ impl Bound3f {
/// assert!(!b.intersect(&r3, 0.0, INFTY));
/// ```
pub fn intersect(&self, ray: &Ray, t_min: Float, t_max: Float) -> bool {
- println!("BIN: {} -> {}", self.min, self.max);
// Method stolen from Ray tracing the next week.
// They mention its from pixar
for i in 0..3 {
diff --git a/src/core/vector3.rs b/src/core/vector3.rs
index 1cc6f60..9ba0191 100644
--- a/src/core/vector3.rs
+++ b/src/core/vector3.rs
@@ -2,7 +2,7 @@
//!
//! Also add more 3d math things needed for shading and 3d calculations.
use crate::{Float, Number, NEAR_ZERO};
-use std::ops::{Mul, Sub, Add, DivAssign, Neg, AddAssign, Index};
+use std::ops::{Mul, Sub, Add, Div, DivAssign, Neg, AddAssign, Index};
use std::fmt;
#[derive(Clone, Copy)]
@@ -73,6 +73,17 @@ impl<T: Number> Mul<T> for Vector3<T> {
}
}
+impl<T: Number> Div<T> for Vector3<T> {
+ type Output = Self;
+ fn div(self, op: T) -> Self::Output {
+ Self::Output::new_xyz(
+ self.x / op,
+ self.y / op,
+ self.z / op,
+ )
+ }
+}
+
impl<T: Number> Neg for Vector3<T> {
type Output = Self;