use super::Material; use crate::{hittable::HitRecord, vec3::Vec3}; use crate::vec3::Color; use crate::ray::Ray; pub struct Metal { pub albedo: Color, pub fuzz: f64, // TODO: This should have value 0.0 - 1.0; this is not enforced } impl Material for Metal { fn scatter(&self, ray_in: &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { let reflected = ray_in.direction.unit_vector().reflect(&hit_record.normal); *scattered = Ray { origin: hit_record.p.clone(), direction: reflected + self.fuzz * Vec3::random_in_unit_sphere(), time: ray_in.time }; *attenuation = self.albedo.clone(); scattered.direction.dot(&hit_record.normal) > 0.0 } }