hit check normal vec angle
This commit is contained in:
parent
b82a323642
commit
de16463c4e
2 changed files with 5 additions and 3 deletions
|
@ -71,9 +71,11 @@ impl Hittable for Sphere {
|
|||
let sqrtd = discriminant.sqrt();
|
||||
|
||||
let root = (-half_b - sqrtd) / a;
|
||||
if root < t_min || t_max < root {
|
||||
let normal = (r.at(root) - self.center) / self.radius;
|
||||
if root < t_min || t_max < root || Vec3::dot(normal, r.direction()) > 0.0 {
|
||||
let root2 = (-half_b + sqrtd) / a;
|
||||
if root2 < t_min || t_max < root {
|
||||
let normal = (r.at(root2) - self.center) / self.radius;
|
||||
if root2 < t_min || t_max < root || Vec3::dot(normal, r.direction()) > 0.0 {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@ fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
|
|||
return Color::new(0.0,0.0,0.0);
|
||||
}
|
||||
|
||||
if world.hit(r, 0.001, f64::INFINITY, &mut rec) {
|
||||
if world.hit(r, 0.0, f64::INFINITY, &mut rec) {
|
||||
let target = rec.p + rec.normal + Vec3::random_in_unit_sphere();
|
||||
return 0.5 * ray_color(&Ray::new(rec.p, target - rec.p), world, depth-1);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue