Remove some old code that was already commented out

This commit is contained in:
Matthew Gordon 2019-12-31 22:15:13 -05:00
parent a785eb796f
commit 6639ed813b
1 changed files with 0 additions and 36 deletions

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@ -24,42 +24,6 @@ impl<T: RealField> Sphere<T> {
impl<T: RealField> Intersect<T> for Sphere<T> { impl<T: RealField> Intersect<T> for Sphere<T> {
fn intersect<'a>(&'a self, ray: &Ray<T>) -> Option<IntersectionInfo<T>> { fn intersect<'a>(&'a self, ray: &Ray<T>) -> Option<IntersectionInfo<T>> {
/*let ray_origin_to_sphere_centre = self.centre - ray.origin;
let radius_squared = self.radius * self.radius;
let is_inside_sphere = ray_origin_to_sphere_centre.norm_squared() <= radius_squared;
// t0/p0 is the point on the ray that's closest to the centre of the sphere
// ray.direction is normalized, so it's not necessary to divide by its length.
let t0 = ray_origin_to_sphere_centre.dot(&ray.direction);
if !is_inside_sphere && t0 < T::zero() {
// Sphere is behind ray origin
return None;
}
// Squared distance between ray origin and sphere centre
let d0_squared = (ray_origin_to_sphere_centre).norm_squared();
// p0, ray.origin and sphere.centre form a right triangle, with p0 at the right corner,
// Squared distance petween p0 and sphere centre, using Pythagoras
let p0_dist_from_centre_squared = d0_squared - t0 * t0;
if p0_dist_from_centre_squared > radius_squared {
// Sphere is in front of ray but ray misses
return None;
}
let p0_dist_from_centre =p0_dist_from_centre_squared.sqrt();
// Two more right triangles are formed by p0, the sphere centre, and the two places
// where the ray intersects the sphere. (Or the ray may be a tangent to the sphere
// in which case these triangles are degenerate. Here we use Pythagoras again to find
.// find the distance between p0 and the two intersection points.
let delta = (radius_squared - p0_dist_from_centre_squared).sqrt();
let distance = if is_inside_sphere {
// radius origin is inside sphere
t0 + delta
} else {
t0 - delta
};
let location = ray.point_at(distance);
let normal = (location - self.centre).normalize();
let tangent = normal.cross(&Vector3::z_axis());
let cotangent = normal.cross(&tangent);
let retro = -ray.direction;*/
let two: T = convert(2.0); let two: T = convert(2.0);
let four: T = convert(4.0); let four: T = convert(4.0);
let r_o = ray.origin.coords; let r_o = ray.origin.coords;