Implement motion blur
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558851b5f6
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3de572d4a9
@ -1,3 +1,5 @@
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use rand::Rng;
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use crate::{Point3, Ray, Vec3};
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pub struct Camera {
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@ -11,18 +13,22 @@ pub struct Camera {
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lens_radius: f64,
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u: Vec3,
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v: Vec3,
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w: Vec3
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w: Vec3,
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time0: f64,
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time1: f64
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}
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impl Camera {
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pub fn get_ray(&self, s: f64, t: f64) -> Ray {
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let rd = self.lens_radius * Vec3::random_unit_disk();
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let offset = self.u * rd.x() + self.v * rd.y();
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let time = rand::thread_rng().gen_range(self.time0..self.time1);
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Ray::new(
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self.origin + offset,
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self.lower_left_corner + s*self.horizontal + t*self.vertical - self.origin - offset)
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self.lower_left_corner + s*self.horizontal + t*self.vertical - self.origin - offset,
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time)
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}
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pub fn new(
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pub fn still(
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look_from: Point3,
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look_at: Point3,
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up: Vec3,
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@ -31,6 +37,29 @@ impl Camera {
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aperture: f64,
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focus_dist: f64) -> Self {
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Camera::new(
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look_from,
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look_at,
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up,
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aspect_ratio,
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vfov,
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aperture,
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focus_dist,
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0.0,
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0.0)
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}
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pub fn new(
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look_from: Point3,
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look_at: Point3,
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up: Vec3,
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aspect_ratio: f64,
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vfov: f64,
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aperture: f64,
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focus_dist: f64,
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time0: f64,
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time1: f64) -> Self {
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let theta = vfov.to_radians();
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let h = (theta / 2.0).tan();
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let viewport_height = 2.0 * h;
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@ -53,7 +82,9 @@ impl Camera {
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lens_radius: aperture / 2.0,
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u,
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v,
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w
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w,
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time0,
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time1
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}
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}
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}
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@ -62,3 +62,68 @@ impl Hittable for Sphere {
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})
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}
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}
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pub struct MovableSphere {
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pub center0: Point3,
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pub center1: Point3,
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pub radius: f64,
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pub material: Material,
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pub time0: f64,
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pub time1: f64,
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}
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impl MovableSphere {
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pub fn new(
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center0: Point3,
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center1: Point3,
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radius: f64,
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material: Material,
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time0: f64,
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time1: f64) -> Self {
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MovableSphere { center0, center1, radius, material, time0, time1 }
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}
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pub fn center(&self, time: f64) -> Point3 {
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self.center0 + ((time - self.time0) / (self.time1 - self.time0))*(self.center1 - self.center0)
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}
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}
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impl Default for MovableSphere {
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fn default() -> Self {
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MovableSphere {
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center0: Point3::default(),
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center1: Point3::default(),
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radius: 0.0,
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material: Material::default(),
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time0: 0.0,
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time1: 0.0
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}
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}
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}
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impl Hittable for MovableSphere {
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fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
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let oc = &ray.origin() - &self.center(ray.time());
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let a = ray.direction().length_squared();
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let half_b = oc.dot(&ray.direction());
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let c = oc.length_squared() - &self.radius * &self.radius;
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let discriminant = half_b * half_b - a * c;
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if discriminant < 0.0 { return None; }
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let sqrtd = discriminant.sqrt();
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let mut root = (-half_b - sqrtd) / a;
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if root < t_min || t_max < root {
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root = (-half_b + sqrtd) / a;
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if root < t_min || t_max < root { return None; }
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}
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let point = ray.at(root);
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let normal = (point - self.center(ray.time())) / self.radius;
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let dot = ray.direction().dot(&normal);
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let front_face = dot < 0.0;
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let normal = if front_face { normal } else { -normal };
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Some(HitRecord {
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point,
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normal,
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t: root,
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front_face,
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material: &self.material
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})
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}
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}
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23
src/main.rs
23
src/main.rs
@ -6,6 +6,8 @@ use crate::hittable::{Hittable, Sphere};
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use crate::output::{Output, P3, PNG};
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use crate::ray::Ray;
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use crate::vec3::{Color, Point3, Vec3};
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use hittable::MovableSphere;
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use rand::Rng;
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use rand::distributions::{Distribution, Uniform};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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use crate::material::{Dielectric, Lambertian, Material, Metal};
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@ -50,11 +52,24 @@ fn random_scene() -> Vec<Box<dyn Hittable + Sync>> {
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fuzz_range.sample(&mut rng))),
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_ => Material::Dielectric(Dielectric::new(1.5)),
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};
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let sphere = Box::new(Sphere {
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let sphere: Box<dyn Hittable + Sync> = match rng.gen_bool(1.0 / 3.0) {
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true => {
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let center1 = center + Vec3::new(0.0, fuzz_range.sample(&mut rng) / 2.0, 0.0);
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Box::new(MovableSphere {
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center0: center,
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center1,
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radius: 0.2,
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material,
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time0: 0.0,
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time1: 1.0
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})
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}
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false => Box::new(Sphere {
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center,
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radius: 0.2,
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material
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});
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})
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};
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world.push(sphere);
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}
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}
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@ -100,7 +115,9 @@ fn main() {
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ASPECT_RATIO,
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20.0,
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0.1,
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focus_dist);
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focus_dist,
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0.0,
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1.0);
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// World
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let world= random_scene();
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@ -45,7 +45,7 @@ impl Scatterable for Lambertian {
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if direction.near_zero() {
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direction = hit_record.normal;
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}
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let scattered = Ray::new(hit_record.point, direction);
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let scattered = Ray::new(hit_record.point, direction, ray.time());
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Some((Some(scattered), self.albedo))
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}
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}
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@ -70,7 +70,7 @@ impl Scatterable for Metal {
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let reflected = ray.direction().unit_vector().reflected(&hit_record.normal);
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let scattered = Ray::new(
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hit_record.point,
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reflected + self.fuzz * Vec3::random_in_unit_sphere());
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reflected + self.fuzz * Vec3::random_in_unit_sphere(), ray.time());
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if scattered.direction().dot(&hit_record.normal) > 0.0 {
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Some((Some(scattered), self.albedo))
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} else {
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@ -113,11 +113,11 @@ impl Scatterable for Dielectric {
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if cannot_refract || reflectance > rng.gen::<f64>() {
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let reflected = unit_direction.reflected(&hit_record.normal);
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let scattered = Ray::new(hit_record.point, reflected);
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let scattered = Ray::new(hit_record.point, reflected, ray.time());
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Some((Some(scattered), color))
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} else {
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let direction = unit_direction.refract(&hit_record.normal, refraction_ratio);
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let scattered = Ray::new(hit_record.point, direction);
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let scattered = Ray::new(hit_record.point, direction, ray.time());
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Some((Some(scattered), color))
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}
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}
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10
src/ray.rs
10
src/ray.rs
@ -6,23 +6,25 @@ use crate::vec3::Point3;
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#[derive(Debug)]
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pub struct Ray {
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origin: Point3,
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direction: Vec3
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direction: Vec3,
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time: f64
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}
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impl Default for Ray {
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fn default() -> Self {
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Ray::new(Vec3::default(), Vec3::default())
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Ray::new(Vec3::default(), Vec3::default(), 0.0)
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}
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}
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impl Ray {
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pub fn new(origin: Point3, direction: Point3) -> Ray {
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Ray { origin, direction }
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pub fn new(origin: Point3, direction: Point3, time: f64) -> Ray {
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Ray { origin, direction, time }
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}
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pub fn at(&self, t: f64) -> Point3 {
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self.origin + self.direction * t
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}
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pub fn direction(&self) -> Vec3 { self.direction }
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pub fn origin(&self) -> Point3 { self.origin }
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pub fn time(&self) -> f64 { self.time }
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pub fn pixel_color(&self, world: &Vec<Box<dyn Hittable + Sync>>, depth: i32) -> Color {
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if depth <= 0 {
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return Color::default();
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