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use std;
use cgmath::prelude::*;
extern crate cgmath;
type Float3 = cgmath::Vector3<f64>;
use material::Material;
use ray::Ray;
#[derive(Copy, Clone)]
pub struct Sphere {
pub radius: f64,
pub position: Float3,
pub material: Material,
}
impl Sphere {
pub fn new(radius: f64, position: Float3, material: Material) -> Sphere {
Sphere {
radius: radius,
position: position,
material: material,
}
}
pub fn intersect(self, ray: Ray) -> f64 {
let op: Float3 = self.position - ray.origin;
let b: f64 = op.dot(ray.direction);
let det_sqrd: f64 = b * b - op.dot(op) + self.radius * self.radius;
if det_sqrd > 0.0 {
let det = det_sqrd.sqrt();
if b - det > 0.0 {
b - det
} else if b + det > 0.0 {
b + det
} else {
std::f64::INFINITY
}
} else {
std::f64::INFINITY
}
}
}