use super::*;
#[test]
fn does_intersect() {
let cube = Cube::new(Material::Mirror);
let r = Ray::new(10.0 * Point::ONE, Direction::NEG_ONE);
assert!(cube.hit(&r, 0.0, crate::INF).is_some());
}
#[test]
fn no_intersect_behind() {
let cube = Cube::new(Material::Mirror);
let r = Ray::new(10.0 * Point::ONE, Direction::ONE);
assert!(cube.hit(&r, 0.0, crate::INF).is_none());
}