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use std;
use Traceable;
use cgmath::prelude::*;
extern crate cgmath;
type Float3 = cgmath::Vector3<f64>;
use hit::Hit;
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,
}
}
}
impl Traceable for Sphere {
fn intersect(&self, ray: &Ray, result: &mut Hit) -> bool {
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 {
return false;
} else {
let det = det_sqrd.sqrt();
if b - det > 0.0 {
result.t = b - det;
result.p = ray.origin + ray.direction * result.t;
result.n = (self.position - result.p).normalize();
result.n = if Float3::dot(result.n, ray.direction) < 0.0 {
result.n
} else {
result.n * -1.0
};
result.material = self.material;
return true;
} else if b + det > 0.0 {
result.t = b + det;
result.p = ray.origin + ray.direction * result.t;
result.n = (self.position - result.p).normalize();
result.n = if Float3::dot(result.n, ray.direction) < 0.0 {
result.n
} else {
result.n * -1.0
};
result.material = self.material;
return true;
}
return false;
}
}
}