package main import "math" // HitRecord contains data of a ray hiting a hitable type HitRecord struct { time float64 point Vec3D normal Vec3D material Material } // Hitable is a physical volume a Ray can hit type Hitable interface { Hit(ray Ray, tmin float64, tmax float64) HitRecord Normal(point Vec3D, ray Ray) Vec3D } // HitableList ... type HitableList []Hitable // Hit finds the closest hit of all hitables func (hitableList HitableList) Hit(ray Ray, tmin float64, tmax float64) HitRecord { closestHit := HitRecord{TMax, Vec3D{}, Vec3D{}, nil} for _, hitable := range hitableList { hit := hitable.Hit(ray, tmin, closestHit.time) if hit.time > 0 { closestHit = hit } } if closestHit.time < TMax { return closestHit } return HitRecord{} } // Sphere ... type Sphere struct { center Vec3D radius float64 material Material } // Normal ... func (sphere Sphere) Normal(point Vec3D, ray Ray) Vec3D { return SubVec3D(point, sphere.center).Unit() } // Hit ... func (sphere Sphere) Hit(ray Ray, tmin float64, tmax float64) HitRecord { oc := SubVec3D(ray.origin, sphere.center) a := DotProduct(ray.direction, ray.direction) b := 2.0 * DotProduct(oc, ray.direction) c := DotProduct(oc, oc) - sphere.radius*sphere.radius discriminant := b*b - 4*a*c if discriminant > 0 { root := math.Sqrt(discriminant) time := (-b - root) / (2.0 * a) if tmin < time && time < tmax { point := ray.PointAt(time) return HitRecord{time, point, sphere.Normal(point, ray), sphere.material} } time = (-b + root) / (2.0 * a) if tmin < time && time < tmax { point := ray.PointAt(time) return HitRecord{time, point, sphere.Normal(point, ray), sphere.material} } } return HitRecord{} }