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use material::Material;
use ray::Ray;
use Hit;
use Traceable;
extern crate cgmath;
use cgmath::prelude::*;
type Float3 = cgmath::Vector3<f64>;
#[derive(Copy, Clone)]
pub struct Plane {
pub position: Float3,
pub normal: Float3,
pub material: Material,
}
impl Plane {
pub fn new(position: Float3, normal: Float3, material: Material) -> Plane {
Plane {
position: position,
normal: normal,
material: material,
}
}
}
impl Traceable for Plane {
fn intersect(&self, r: &Ray, result: &mut ::Hit) -> bool {
let plane_normal = -self.normal;
let denom = plane_normal.dot(r.direction);
if denom > 1e-6 {
result.t = plane_normal.dot(self.position - r.origin) / denom;
result.p = r.origin + r.direction * result.t;
result.n = if Float3::dot(self.normal, r.direction) < 0.0 {
self.normal
} else {
self.normal * -1.0
};
result.material = self.material;
return true;
} else {
return false;
}
}
}