//! Implements sphere //! //! Spheres are relatively easy to calculate intersections between use crate::Float; use crate::core::{Ray, Vector3f}; use crate::scene::{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 { 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, }) } } } #[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); assert!((dist.unwrap() - 3.28).abs() < 0.01); } }