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use rand::rngs::ThreadRng;
use crate::{
hittables::HitRecord,
math::{Color, Ray, Vector3},
utils::{random_in_unit_sphere, random_unit_vector, reflect},
};
pub trait Material {
fn scatter(&self, ray: Ray, rec: HitRecord, rng: &mut ThreadRng) -> Option<(Color, Ray)>;
}
pub struct Lambertian {
pub albedo: Color,
}
impl Lambertian {
pub fn new(albedo: Color) -> Self {
Self { albedo }
}
}
impl Material for Lambertian {
fn scatter(&self, _ray: Ray, rec: HitRecord, rng: &mut ThreadRng) -> Option<(Color, Ray)> {
let scatter_direction = rec.normal + random_unit_vector(rng);
let scatter_direction = if scatter_direction.near_zero() {
rec.normal
} else {
scatter_direction
};
Some((self.albedo, Ray::new(rec.point, scatter_direction)))
}
}
pub struct Metal {
pub albedo: Color,
pub fuzz: f64,
}
impl Metal {
pub fn new(albedo: Color, fuzz: f64) -> Self {
Self {
albedo,
fuzz: fuzz.min(1.0),
}
}
}
impl Material for Metal {
fn scatter(&self, ray: Ray, rec: HitRecord, rng: &mut ThreadRng) -> Option<(Color, Ray)> {
let reflected = reflect(ray.direction.unit_vector(), rec.normal);
let scattered = Ray::new(
rec.point,
reflected + self.fuzz * random_in_unit_sphere(rng),
);
if Vector3::dot(&scattered.direction, &rec.normal) > 0.0 {
Some((self.albedo, scattered))
} else {
None
}
}
}