Fix hit determination inside a sphere
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@ -2,3 +2,4 @@
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*.ppm
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.idea
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*.iml
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.vscode/
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@ -42,16 +42,16 @@ impl Hittable for Sphere {
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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 = f64::sqrt(discriminant);
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let root = (-half_b - sqrtd) / a;
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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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let root = (-half_b + sqrtd) / a;
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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) / self.radius;
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let front_face = ray.direction().dot(&normal) < 0.0;
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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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@ -104,6 +104,7 @@ impl Scatterable for Dielectric {
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self.index_of_refraction
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};
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let unit_direction = ray.direction().unit_vector();
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let cos_theta = ((-unit_direction).dot(&hit_record.normal)).min(1.0);
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let sin_theta = (1.0 - cos_theta*cos_theta).sqrt();
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let cannot_refract = refraction_ratio * sin_theta > 1.0;
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@ -112,12 +113,10 @@ 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 reflected = Vec3::new(-reflected.x(), reflected.y(), -reflected.z());
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let scattered = Ray::new(hit_record.point, reflected);
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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 direction = unit_direction.refract_sort_of_works(&hit_record.normal, refraction_ratio);
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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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Some((Some(scattered), color))
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}
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@ -3,6 +3,7 @@ use crate::hittable::HitRecord;
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use crate::material::Scatterable;
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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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15
src/vec3.rs
15
src/vec3.rs
@ -84,21 +84,6 @@ impl Vec3 {
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let out_parallel = r * (*normal);
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out_perp + out_parallel
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}
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pub fn refract_sort_of_works(&self, normal: &Vec3, etai_over_etat: f64) -> Vec3 {
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let dot = (-(*self)).dot(normal);
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let cos_theta = dot.min(1.0);
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let out_perp = etai_over_etat * ((*self) + cos_theta * (*normal));
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let inner = 1.0 - out_perp.length_squared();
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let abs = inner.abs();
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let r = -(abs.sqrt());
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let out_parallel = r * (*normal);
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// Why?
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let mut res = out_perp + out_parallel;
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res.x = -res.x;
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//res.y = -res.y;
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res.z = -res.z;
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res
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}
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}
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#[test]
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