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use crate::hittable::{Hittable, Hit};
use crate::ray::Ray;
pub struct Scene {
objects: Vec<Box<dyn Hittable>>
}
impl Scene {
pub fn new() -> Scene {
Scene { objects: Vec::new() }
}
pub fn add(&mut self, obj: Box<dyn Hittable>) {
self.objects.push(obj)
}
pub fn clear(&mut self) {
self.objects = Vec::new()
}
}
impl Hittable for Scene {
fn is_hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<Hit> {
let mut closest_so_far = t_max;
let mut hit = None;
for obj in self.objects.iter() {
if let Some(h) = obj.is_hit(ray, t_min, closest_so_far) {
closest_so_far = h.t;
hit = Some(h);
}
}
hit
}
}
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