use std::sync::Arc; use std::f64::consts; use crate::{hittable::{HitRecord, Hittable, AABB}, material::Material, vec3::Vec3}; use crate::ray::Ray; use crate::vec3::Point3; pub struct Sphere { pub center: Point3, pub radius: f64, pub material: Arc, } impl Sphere { pub fn get_sphere_uv(p: &Point3, u: &mut f64, v: &mut f64) { let theta = (-p.y).acos(); let phi = -p.z.atan2(p.x) + consts::PI; *u = phi / (2.0 * consts::PI); *v = theta / consts::PI; } } impl Hittable for Sphere { fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option { let oc = &ray.origin - &self.center; let a = ray.direction.length_squared(); let half_b = oc.dot(&ray.direction); let c = oc.length_squared() - self.radius * self.radius; let discriminant = half_b * half_b - a * c; if discriminant < 0.0 { return None; } let sqrtd = discriminant.sqrt(); // Find the nearest root that lies within acceptable range let mut root = (-half_b - sqrtd) / a; if root < t_min || t_max < root { root = (-half_b + sqrtd) / a; if root < t_min || t_max < root { return None; } } let mut hit_record = HitRecord::new(); hit_record.t = root; hit_record.p = ray.at(hit_record.t); let outward_normal = (&hit_record.p - &self.center) / self.radius; hit_record.set_face_normal(ray, &outward_normal); Self::get_sphere_uv(&outward_normal, &mut hit_record.u, &mut hit_record.v); hit_record.material = Some(self.material.clone()); Some(hit_record) } fn bounding_box(&self, _: f64, _: f64) -> Option { Some(AABB { minimum: &self.center - Vec3 { x: self.radius, y: self.radius, z: self.radius }, maximum: &self.center + Vec3 { x: self.radius, y: self.radius, z: self.radius }, }) } }