Replace Vector3 with Point3 where appropriate

This commit is contained in:
Matthew Gordon 2019-12-07 10:56:01 -05:00
parent a7e1f1c134
commit 9eca3a4cfe
5 changed files with 74 additions and 73 deletions

View File

@ -1,4 +1,4 @@
use nalgebra::{convert, RealField, Vector3}; use nalgebra::{convert, Point3, RealField, Vector3};
use super::colour::{ColourRgbF, NamedColour}; use super::colour::{ColourRgbF, NamedColour};
use super::image::ImageRgbF; use super::image::ImageRgbF;
@ -14,12 +14,12 @@ struct ImageSampler<T: RealField> {
film_width: T, film_width: T,
film_height: T, film_height: T,
camera_location: Vector3<T>, camera_location: Point3<T>,
film_distance: T, film_distance: T,
} }
impl<T: RealField> ImageSampler<T> { impl<T: RealField> ImageSampler<T> {
pub fn new(width: u32, height: u32, camera_location: Vector3<T>) -> ImageSampler<T> { pub fn new(width: u32, height: u32, camera_location: Point3<T>) -> ImageSampler<T> {
let (film_width, film_height) = { let (film_width, film_height) = {
let width: T = convert(width as f64); let width: T = convert(width as f64);
let height: T = convert(height as f64); let height: T = convert(height as f64);
@ -146,7 +146,7 @@ mod tests {
#[test] #[test]
fn ray_for_pixel_returns_value_that_intersects_film_plane_at_expected_location() { fn ray_for_pixel_returns_value_that_intersects_film_plane_at_expected_location() {
let target = ImageSampler::new(800, 600, Vector3::new(0.0, 0.0, 0.0)); let target = ImageSampler::new(800, 600, Point3::new(0.0, 0.0, 0.0));
let ray = target.ray_for_pixel(100, 200); let ray = target.ray_for_pixel(100, 200);
let film_plane = Plane::new( let film_plane = Plane::new(
Vector3::new(0.0, 0.0, 1.0), Vector3::new(0.0, 0.0, 1.0),

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@ -5,7 +5,7 @@ use sdl2::render::{Canvas, Texture};
use sdl2::Sdl; use sdl2::Sdl;
use std::time::Duration; use std::time::Duration;
use nalgebra::Vector3; use nalgebra::{Point3, Vector3};
use std::cmp::min; use std::cmp::min;
use std::rc::Rc; use std::rc::Rc;
@ -46,8 +46,8 @@ fn init_canvas(
} }
pub fn main() -> Result<(), Box<dyn std::error::Error>> { pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let image_width = 1200; let image_width = 2400;
let image_height = 900; let image_height = 1800;
let (sdl_context, mut canvas) = init_canvas(image_width, image_height)?; let (sdl_context, mut canvas) = init_canvas(image_width, image_height)?;
@ -60,7 +60,7 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut output_image = ImageRgbF::<f64>::new(image_width, image_height); let mut output_image = ImageRgbF::<f64>::new(image_width, image_height);
let scene = Scene { let scene = Scene {
camera_location: Vector3::new(0.0, 0.0, 0.0), camera_location: Point3::new(0.0, 0.0, 0.0),
objects: vec![ objects: vec![
Box::new(Plane::new( Box::new(Plane::new(
Vector3::new(0.0, 1.0, 0.0), Vector3::new(0.0, 1.0, 0.0),
@ -71,7 +71,7 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
}), }),
)), )),
Box::new(Sphere::new( Box::new(Sphere::new(
Vector3::new(1.25, -0.5, 6.0), Point3::new(1.25, -0.5, 6.0),
1.0, 1.0,
Rc::new(LambertianMaterial { Rc::new(LambertianMaterial {
colour: ColourRgbF::from_named(NamedColour::Green), colour: ColourRgbF::from_named(NamedColour::Green),
@ -79,7 +79,7 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
}), }),
)), )),
Box::new(Sphere::new( Box::new(Sphere::new(
Vector3::new(-1.25, -0.5, 6.0), Point3::new(-1.25, -0.5, 6.0),
1.0, 1.0,
Rc::new(ReflectiveMaterial { Rc::new(ReflectiveMaterial {
colour: ColourRgbF::from_named(NamedColour::Blue), colour: ColourRgbF::from_named(NamedColour::Blue),
@ -88,7 +88,7 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
}), }),
)), )),
Box::new(Sphere::new( Box::new(Sphere::new(
Vector3::new(0.0, 1.5, 6.0), Point3::new(0.0, 1.5, 6.0),
1.0, 1.0,
Rc::new(PhongMaterial { Rc::new(PhongMaterial {
colour: ColourRgbF::from_named(NamedColour::Red), colour: ColourRgbF::from_named(NamedColour::Red),
@ -99,9 +99,9 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
)), )),
Box::new(Triangle { Box::new(Triangle {
vertices: [ vertices: [
Vector3::new(0.5, 2.0, 6.0), Point3::new(0.5, 2.0, 6.0),
Vector3::new(1.5, 2.0, 4.0), Point3::new(1.5, 2.0, 4.0),
Vector3::new(1.0, 1.0, 6.0), Point3::new(1.0, 1.0, 6.0),
], ],
normals: [Vector3::new(0.0, 0.0, 1.0); 3], normals: [Vector3::new(0.0, 0.0, 1.0); 3],
material: Rc::new(LambertianMaterial { material: Rc::new(LambertianMaterial {

View File

@ -1,4 +1,4 @@
use nalgebra::{RealField, Vector2, Vector3}; use nalgebra::{Point3, RealField, Vector2, Vector3};
use super::materials::Material; use super::materials::Material;
use super::raycasting::{Intersect, IntersectionInfo, Ray}; use super::raycasting::{Intersect, IntersectionInfo, Ray};
@ -6,14 +6,14 @@ use super::raycasting::{Intersect, IntersectionInfo, Ray};
use std::rc::Rc; use std::rc::Rc;
pub struct Triangle<T: RealField> { pub struct Triangle<T: RealField> {
pub vertices: [Vector3<T>; 3], pub vertices: [Point3<T>; 3],
pub normals: [Vector3<T>; 3], pub normals: [Vector3<T>; 3],
pub material: Rc<dyn Material<T>>, pub material: Rc<dyn Material<T>>,
} }
impl<T: RealField> Intersect<T> for Triangle<T> { impl<T: RealField> Intersect<T> for Triangle<T> {
fn intersect<'a>(&'a self, ray: &Ray<T>) -> Option<IntersectionInfo<T>> { fn intersect<'a>(&'a self, ray: &Ray<T>) -> Option<IntersectionInfo<T>> {
let translation = -ray.origin; let translation = -ray.origin.coords;
let indices = indices_with_index_of_largest_element_last(&ray.direction); let indices = indices_with_index_of_largest_element_last(&ray.direction);
let permuted_ray_direction = permute_vector_elements(&ray.direction, &indices); let permuted_ray_direction = permute_vector_elements(&ray.direction, &indices);
let shear_slopes = calculate_shear_to_z_axis(&permuted_ray_direction); let shear_slopes = calculate_shear_to_z_axis(&permuted_ray_direction);
@ -22,7 +22,7 @@ impl<T: RealField> Intersect<T> for Triangle<T> {
.iter() .iter()
.map(|elem| { .map(|elem| {
apply_shear_to_z_axis( apply_shear_to_z_axis(
&permute_vector_elements(&(elem + translation), &indices), &permute_vector_elements(&(elem.coords + translation), &indices),
&shear_slopes, &shear_slopes,
) )
}) })
@ -37,11 +37,11 @@ impl<T: RealField> Intersect<T> for Triangle<T> {
)), )),
&indices, &indices,
); );
let location: Vector3<T> = barycentric_coordinates let location: Point3<T> = barycentric_coordinates
.iter() .iter()
.zip(self.vertices.iter()) .zip(self.vertices.iter())
.map(|(&coord, vertex)| vertex * coord) .map(|(&coord, vertex)| vertex.coords * coord)
.sum(); .fold(Point3::new(T::zero(), T::zero(), T::zero()), |a, e| a + e);
let distance = (ray.origin - location).norm(); let distance = (ray.origin - location).norm();
let normal = barycentric_coordinates let normal = barycentric_coordinates
.iter() .iter()
@ -295,14 +295,14 @@ mod tests {
fn intersection_passes_with_ray_along_z_axis_ccw_winding() { fn intersection_passes_with_ray_along_z_axis_ccw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(0.0, 1.0, 1.0), Point3::new(0.0, 1.0, 1.0),
Vector3::new(1.0, -1.0, 1.0), Point3::new(1.0, -1.0, 1.0),
Vector3::new(-1.0, -1.0, 1.0), Point3::new(-1.0, -1.0, 1.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, 1.0)); let target_ray = Ray::new(Point3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }
@ -312,14 +312,14 @@ mod tests {
fn intersection_passes_with_ray_along_z_axis_cw_winding() { fn intersection_passes_with_ray_along_z_axis_cw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(0.0, 1.0, 1.0), Point3::new(0.0, 1.0, 1.0),
Vector3::new(-1.0, -1.0, 1.0), Point3::new(-1.0, -1.0, 1.0),
Vector3::new(1.0, -1.0, 1.0), Point3::new(1.0, -1.0, 1.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, 1.0)); let target_ray = Ray::new(Point3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }
@ -329,14 +329,14 @@ mod tests {
fn intersection_passes_with_ray_along_nagative_z_axis_ccw_winding() { fn intersection_passes_with_ray_along_nagative_z_axis_ccw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(0.0, 1.0, -1.0), Point3::new(0.0, 1.0, -1.0),
Vector3::new(1.0, -1.0, -1.0), Point3::new(1.0, -1.0, -1.0),
Vector3::new(-1.0, -1.0, -1.0), Point3::new(-1.0, -1.0, -1.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, -1.0)); let target_ray = Ray::new(Point3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, -1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }
@ -346,14 +346,14 @@ mod tests {
fn intersection_passes_with_ray_along_negativez_axis_cw_winding() { fn intersection_passes_with_ray_along_negativez_axis_cw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(0.0, 1.0, -1.0), Point3::new(0.0, 1.0, -1.0),
Vector3::new(-1.0, -1.0, -1.0), Point3::new(-1.0, -1.0, -1.0),
Vector3::new(1.0, -1.0, -1.0), Point3::new(1.0, -1.0, -1.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::zeros(), Vector3::new(0.0, 0.0, -1.0)); let target_ray = Ray::new(Point3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, -1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }
@ -363,14 +363,14 @@ mod tests {
fn intersection_passes_with_ray_along_z_axis_but_translated_ccw_winding() { fn intersection_passes_with_ray_along_z_axis_but_translated_ccw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(5.0, 6.0, 6.0), Point3::new(5.0, 6.0, 6.0),
Vector3::new(6.0, 4.0, 6.0), Point3::new(6.0, 4.0, 6.0),
Vector3::new(4.0, 4.0, 6.0), Point3::new(4.0, 4.0, 6.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::new(5.0, 5.0, 5.0), Vector3::new(0.0, 0.0, 1.0)); let target_ray = Ray::new(Point3::new(5.0, 5.0, 5.0), Vector3::new(0.0, 0.0, 1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }
@ -380,14 +380,14 @@ mod tests {
fn intersection_passes_with_ray_at_angle_to_z_axisand_translated_ccw_winding() { fn intersection_passes_with_ray_at_angle_to_z_axisand_translated_ccw_winding() {
let target_triangle = Triangle { let target_triangle = Triangle {
vertices: [ vertices: [
Vector3::new(6.0, 6.5, 6.0), Point3::new(6.0, 6.5, 6.0),
Vector3::new(7.0, 4.5, 6.0), Point3::new(7.0, 4.5, 6.0),
Vector3::new(5.0, 4.5, 6.0), Point3::new(5.0, 4.5, 6.0),
], ],
normals: [Vector3::zeros(); 3], normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()), material: Rc::new(LambertianMaterial::new_dummy()),
}; };
let target_ray = Ray::new(Vector3::new(5.0, 5.0, 5.0), Vector3::new(1.0, 0.5, 1.0)); let target_ray = Ray::new(Point3::new(5.0, 5.0, 5.0), Vector3::new(1.0, 0.5, 1.0));
if let None = target_triangle.intersect(&target_ray) { if let None = target_triangle.intersect(&target_ray) {
panic!() panic!()
} }

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@ -1,4 +1,4 @@
use nalgebra::{convert, RealField, Vector3}; use nalgebra::{convert, Point3, RealField, Vector3};
use super::materials::Material; use super::materials::Material;
@ -6,19 +6,19 @@ use std::rc::Rc;
#[derive(Clone, Debug)] #[derive(Clone, Debug)]
pub struct Ray<T: RealField> { pub struct Ray<T: RealField> {
pub origin: Vector3<T>, pub origin: Point3<T>,
pub direction: Vector3<T>, pub direction: Vector3<T>,
} }
impl<T: RealField> Ray<T> { impl<T: RealField> Ray<T> {
pub fn new(origin: Vector3<T>, direction: Vector3<T>) -> Ray<T> { pub fn new(origin: Point3<T>, direction: Vector3<T>) -> Ray<T> {
Ray { Ray {
origin, origin,
direction: direction.normalize(), direction: direction.normalize(),
} }
} }
pub fn point_at(&self, t: T) -> Vector3<T> { pub fn point_at(&self, t: T) -> Point3<T> {
self.origin + self.direction * t self.origin + self.direction * t
} }
@ -30,7 +30,7 @@ impl<T: RealField> Ray<T> {
#[derive(Debug)] #[derive(Debug)]
pub struct IntersectionInfo<T: RealField> { pub struct IntersectionInfo<T: RealField> {
pub distance: T, pub distance: T,
pub location: Vector3<T>, pub location: Point3<T>,
pub normal: Vector3<T>, pub normal: Vector3<T>,
pub tangent: Vector3<T>, pub tangent: Vector3<T>,
pub cotangent: Vector3<T>, pub cotangent: Vector3<T>,
@ -43,13 +43,13 @@ pub trait Intersect<T: RealField> {
} }
pub struct Sphere<T: RealField> { pub struct Sphere<T: RealField> {
centre: Vector3<T>, centre: Point3<T>,
radius: T, radius: T,
material: Rc<dyn Material<T>>, material: Rc<dyn Material<T>>,
} }
impl<T: RealField> Sphere<T> { impl<T: RealField> Sphere<T> {
pub fn new(centre: Vector3<T>, radius: T, material: Rc<dyn Material<T>>) -> Sphere<T> { pub fn new(centre: Point3<T>, radius: T, material: Rc<dyn Material<T>>) -> Sphere<T> {
Sphere { Sphere {
centre, centre,
radius, radius,
@ -98,18 +98,19 @@ impl<T: RealField> Intersect<T> for Sphere<T> {
let retro = -ray.direction;*/ 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 centre_coords = self.centre.coords;
let a = ray let a = ray
.direction .direction
.component_mul(&ray.direction) .component_mul(&ray.direction)
.iter() .iter()
.fold(T::zero(), |a, b| a + *b); .fold(T::zero(), |a, b| a + *b);
let b = ((ray.origin.component_mul(&ray.direction) let b = ((r_o.component_mul(&ray.direction) - centre_coords.component_mul(&ray.direction))
- self.centre.component_mul(&ray.direction))
* two) * two)
.iter() .iter()
.fold(T::zero(), |a, b| a + *b); .fold(T::zero(), |a, b| a + *b);
let c = (ray.origin.component_mul(&ray.origin) + self.centre.component_mul(&self.centre) let c = (r_o.component_mul(&r_o) + centre_coords.component_mul(&centre_coords)
- self.centre.component_mul(&ray.origin) * two) - centre_coords.component_mul(&r_o) * two)
.iter() .iter()
.fold(T::zero(), |a, b| a + *b) .fold(T::zero(), |a, b| a + *b)
- self.radius * self.radius; - self.radius * self.radius;
@ -182,7 +183,7 @@ impl<T: RealField> Intersect<T> for Plane<T> {
let ray_direction_dot_plane_normal = ray.direction.dot(&self.normal); let ray_direction_dot_plane_normal = ray.direction.dot(&self.normal);
let point_on_plane = self.normal * self.distance_from_origin; let point_on_plane = self.normal * self.distance_from_origin;
let point_on_plane_minus_ray_origin_dot_normal = let point_on_plane_minus_ray_origin_dot_normal =
(point_on_plane - ray.origin).dot(&self.normal); (point_on_plane - ray.origin.coords).dot(&self.normal);
if ray_direction_dot_plane_normal == convert(0.0) { if ray_direction_dot_plane_normal == convert(0.0) {
//Ray is parallel to plane //Ray is parallel to plane
if point_on_plane_minus_ray_origin_dot_normal != convert(0.0) { if point_on_plane_minus_ray_origin_dot_normal != convert(0.0) {
@ -225,7 +226,7 @@ mod tests {
use quickcheck::{Arbitrary, Gen, TestResult}; use quickcheck::{Arbitrary, Gen, TestResult};
impl<T: Arbitrary + RealField> Arbitrary for Ray<T> { impl<T: Arbitrary + RealField> Arbitrary for Ray<T> {
fn arbitrary<G: Gen>(g: &mut G) -> Ray<T> { fn arbitrary<G: Gen>(g: &mut G) -> Ray<T> {
let origin = <Vector3<T> as Arbitrary>::arbitrary(g); let origin = <Point3<T> as Arbitrary>::arbitrary(g);
let direction = <Vector3<T> as Arbitrary>::arbitrary(g); let direction = <Vector3<T> as Arbitrary>::arbitrary(g);
return Ray::new(origin, direction); return Ray::new(origin, direction);
} }
@ -261,9 +262,9 @@ mod tests {
#[test] #[test]
fn ray_intersects_sphere() { fn ray_intersects_sphere() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0));
let s = Sphere::new( let s = Sphere::new(
Vector3::new(1.5, 1.5, 15.0), Point3::new(1.5, 1.5, 15.0),
5.0, 5.0,
Rc::new(LambertianMaterial::new_dummy()), Rc::new(LambertianMaterial::new_dummy()),
); );
@ -272,9 +273,9 @@ mod tests {
#[test] #[test]
fn ray_does_not_intersect_sphere_when_sphere_is_in_front() { fn ray_does_not_intersect_sphere_when_sphere_is_in_front() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0));
let s = Sphere::new( let s = Sphere::new(
Vector3::new(-5.0, 1.5, 15.0), Point3::new(-5.0, 1.5, 15.0),
5.0, 5.0,
Rc::new(LambertianMaterial::new_dummy()), Rc::new(LambertianMaterial::new_dummy()),
); );
@ -283,9 +284,9 @@ mod tests {
#[test] #[test]
fn ray_does_not_intersect_sphere_when_sphere_is_behind() { fn ray_does_not_intersect_sphere_when_sphere_is_behind() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0));
let s = Sphere::new( let s = Sphere::new(
Vector3::new(1.5, 1.5, -15.0), Point3::new(1.5, 1.5, -15.0),
5.0, 5.0,
Rc::new(LambertianMaterial::new_dummy()), Rc::new(LambertianMaterial::new_dummy()),
); );
@ -294,9 +295,9 @@ mod tests {
#[test] #[test]
fn ray_intersects_sphere_when_origin_is_inside() { fn ray_intersects_sphere_when_origin_is_inside() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(0.0, 0.0, 1.0));
let s = Sphere::new( let s = Sphere::new(
Vector3::new(1.5, 1.5, 2.0), Point3::new(1.5, 1.5, 2.0),
5.0, 5.0,
Rc::new(LambertianMaterial::new_dummy()), Rc::new(LambertianMaterial::new_dummy()),
); );
@ -305,8 +306,8 @@ mod tests {
#[quickcheck] #[quickcheck]
fn ray_intersects_sphere_centre_at_correct_distance( fn ray_intersects_sphere_centre_at_correct_distance(
ray_origin: Vector3<f64>, ray_origin: Point3<f64>,
sphere_centre: Vector3<f64>, sphere_centre: Point3<f64>,
radius: f64, radius: f64,
) -> TestResult { ) -> TestResult {
if radius <= 0.0 || radius + 0.000001 >= (ray_origin - sphere_centre).norm() { if radius <= 0.0 || radius + 0.000001 >= (ray_origin - sphere_centre).norm() {
@ -327,7 +328,7 @@ mod tests {
#[test] #[test]
fn ray_intersects_plane() { fn ray_intersects_plane() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(-1.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(-1.0, 0.0, 1.0));
let p = Plane::new( let p = Plane::new(
Vector3::new(1.0, 0.0, 0.0), Vector3::new(1.0, 0.0, 0.0),
-5.0, -5.0,
@ -338,7 +339,7 @@ mod tests {
#[test] #[test]
fn ray_does_not_intersect_plane() { fn ray_does_not_intersect_plane() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(1.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(1.0, 0.0, 1.0));
let p = Plane::new( let p = Plane::new(
Vector3::new(1.0, 0.0, 0.0), Vector3::new(1.0, 0.0, 0.0),
-5.0, -5.0,
@ -349,7 +350,7 @@ mod tests {
#[test] #[test]
fn intersection_point_is_on_plane() { fn intersection_point_is_on_plane() {
let r = Ray::new(Vector3::new(1.0, 2.0, 3.0), Vector3::new(-1.0, 0.0, 1.0)); let r = Ray::new(Point3::new(1.0, 2.0, 3.0), Vector3::new(-1.0, 0.0, 1.0));
let p = Plane::new( let p = Plane::new(
Vector3::new(1.0, 0.0, 0.0), Vector3::new(1.0, 0.0, 0.0),
-5.0, -5.0,

View File

@ -1,8 +1,8 @@
use nalgebra::{RealField, Vector3}; use nalgebra::{Point3, RealField};
use crate::raycasting::Intersect; use crate::raycasting::Intersect;
pub struct Scene<T: RealField> { pub struct Scene<T: RealField> {
pub camera_location: Vector3<T>, pub camera_location: Point3<T>,
pub objects: Vec<Box<dyn Intersect<T>>>, pub objects: Vec<Box<dyn Intersect<T>>>,
} }