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use crate::geometry::Hittable;
pub struct Scene {
objects: Vec<Box<dyn Hittable>>,
}
impl Scene {
pub fn new() -> Self {
Self {
objects: Vec::new(),
}
}
pub fn add(&mut self, hittable: Box<dyn Hittable>) {
self.objects.push(hittable);
}
}
// TODO: What to do?
// Cloning everything is nice since then every task can do whatever they like.
// Cloning everything is bad becuse you copy everything which takes time.
// Could also put locks on the Scene but then it becomes this global object that everyone
// wants to access at the same time.
// Will do some laborations later and decide on a solution.
impl Clone for Scene {
fn clone(&self) -> Self {
let mut objects = Vec::with_capacity(self.objects.capacity());
for i in self.objects.iter() {
objects.push(i.clone_box());
}
Self { objects }
}
}
impl Hittable for Scene {
fn hit(
&self,
ray: &crate::ray::Ray,
t_min: f64,
t_max: f64,
) -> Option<crate::geometry::HitRecord> {
let mut rec = None;
let mut closes_so_far = t_max;
for obj in self.objects.iter() {
if let Some(hit_rec) = obj.hit(ray, t_min, closes_so_far) {
closes_so_far = hit_rec.t;
rec = Some(hit_rec);
}
}
rec
}
fn clone_box(&self) -> Box<dyn Hittable> {
Box::new(self.clone())
}
}
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