Changed Box to be Cube as it was interfering with Box
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@@ -104,7 +104,7 @@ impl BoundingBox {
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}
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}
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// PRIMITIVE TRAIT -----------------------------------------------------------------
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pub trait Primitive {
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pub trait Primitive: Send + Sync {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection>;
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fn intersect_bounding_box(&self, ray: &Ray) -> Option<Point3<f32>>;
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fn get_material(&self) -> Arc<Material>;
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@@ -495,7 +495,7 @@ impl Primitive for Rectangle {
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}
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// BOX -----------------------------------------------------------------
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pub struct Box {
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pub struct Cube {
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width: f32,
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height: f32,
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depth: f32,
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@@ -503,11 +503,11 @@ pub struct Box {
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bounding_box: BoundingBox,
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}
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impl Box {
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impl Cube {
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fn new(width: f32, height: f32, depth: f32, material: Arc<Material>) -> Self {
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let trf = Point3::new(width / 2.0, height / 2.0, depth / 2.0);
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let bln = Point3::new(-width / 2.0, -height / 2.0, -depth / 2.0);
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Box {
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Cube {
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width,
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height,
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depth,
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@@ -516,11 +516,11 @@ impl Box {
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}
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}
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pub fn unit(material: Arc<Material>) -> Self {
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Box::new(2.0, 2.0, 2.0, material)
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Cube::new(2.0, 2.0, 2.0, material)
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}
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}
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impl Primitive for Box {
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impl Primitive for Cube {
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fn intersect_ray(&self, ray: &Ray) -> Option<Intersection> {
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// Compute the minimum and maximum t-values for each axis of the bounding box
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let t1 = (self.bounding_box.bln - ray.a).component_div(&ray.b);
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34
src/scene.rs
34
src/scene.rs
@@ -5,35 +5,25 @@ use nalgebra::Vector3;
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use std::sync::Arc;
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pub struct Scene {
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pub primitives: Vec<Arc<dyn Primitive>>,
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pub lights: Vec<Arc<Light>>,
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pub cameras: Vec<Arc<Camera>>,
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pub primitives: Arc<Vec<Box<dyn Primitive>>>,
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pub lights: Arc<Vec<Light>>,
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pub cameras: Arc<Vec<Camera>>,
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pub ambient_light: Arc<Vector3<f32>>,
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}
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impl Scene {
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// Creates a new Scene with given parameters
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// Creates a scene
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pub fn new(
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primitives: Vec<Arc<dyn Primitive>>,
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lights: Vec<Arc<Light>>,
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cameras: Vec<Arc<Camera>>,
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ambient_light: Arc<Vector3<f32>>,
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primitives: Vec<Box<dyn Primitive>>,
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lights: Vec<Light>,
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cameras: Vec<Camera>,
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ambient_light: Vector3<f32>,
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) -> Self {
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Scene {
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primitives,
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lights,
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cameras,
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ambient_light,
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}
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}
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// Creates an empty Scene with default values
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pub fn empty() -> Self {
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Scene {
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primitives: Vec::new(),
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lights: Vec::new(),
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cameras: Vec::new(),
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ambient_light: Arc::new(Vector3::new(0.0, 0.0, 0.0)),
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primitives: Arc::new(primitives),
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lights: Arc::new(lights),
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cameras: Arc::new(cameras),
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ambient_light: Arc::new(ambient_light),
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}
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}
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}
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