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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);
}
}
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
}
}
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