beevee: ray: add Ray implementation
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@ -24,5 +24,5 @@ pub mod bvh;
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/// Module defining a [`Ray`] structure to intersect with the [`BVH`]
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///
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/// [`BVH`]: ../bvh/struct.BVH.html
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/// [`Ray`]: struct.Ray.html
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/// [`Ray`]: ray/struct.Ray.html
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pub mod ray;
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@ -1,5 +1,242 @@
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use crate::aabb::AABB;
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use crate::{Point, Vector};
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use nalgebra::Unit;
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use std::fmt::{Display, Formatter, Result};
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/// The [`Ray`] to intersect with the [`BVH`].
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///
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/// [`BVH`]: ../bvh/struct.BVH.html
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/// [`Ray`]: struct.Ray.html
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pub struct Ray {}
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct Ray {
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/// The point of origin of the ray.
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origin: Point,
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/// A unit vector representing the direction of the ray.
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direction: Unit<Vector>,
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/// The inverse of each coefficient of the ray's direction.
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inv_direction: Vector,
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}
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impl Ray {
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/// Create a new [`Ray`] with the given origin and direction
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///
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// use beevee::{Point, Vector};
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/// use beevee::ray::Ray;
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///
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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/// ```
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#[must_use]
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pub fn new(origin: Point, direction: Unit<Vector>) -> Self {
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let inv_direction = Vector::new(1. / direction.x, 1. / direction.y, 1. / direction.z);
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Ray {
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origin,
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direction,
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inv_direction,
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}
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}
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/// Change the [`Point`] of origin a the [`Ray`] and return the new value.
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///
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/// [`Point`]: ../type.Point.html
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// # use beevee::{Point, Vector};
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/// # use beevee::ray::Ray;
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///
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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/// let new_origin = Point::new(0., 1., 2.);
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/// let new_ray = ray.with_origin(new_origin);
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///
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/// assert_eq!(new_ray, Ray::new(new_origin, Vector::x_axis()));
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/// ```
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#[must_use]
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pub fn with_origin(&self, origin: Point) -> Self {
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let mut ans = *self;
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ans.with_origin_mut(origin);
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ans
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}
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/// Mutably change the [`Point`] of origin a the [`Ray`].
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///
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/// [`Point`]: ../type.Point.html
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// # use beevee::{Point, Vector};
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/// # use beevee::ray::Ray;
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///
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/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
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/// let new_origin = Point::new(0., 1., 2.);
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///
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/// ray.with_origin_mut(new_origin);
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///
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/// assert_eq!(ray, Ray::new(new_origin, Vector::x_axis()));
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/// ```
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pub fn with_origin_mut(&mut self, origin: Point) -> &mut Self {
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self.origin = origin;
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self
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}
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/// Change the [`Vector`] of direction a the [`Ray`] and return the new value.
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///
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/// [`Vector`]: ../type.Vector.html
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// # use beevee::{Point, Vector};
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/// # use beevee::ray::Ray;
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///
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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/// let new_direction = Vector::y_axis();
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/// let new_ray = ray.with_direction(new_direction);
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///
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/// assert_eq!(new_ray, Ray::new(Point::origin(), new_direction));
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/// ```
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#[must_use]
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pub fn with_direction(&self, direction: Unit<Vector>) -> Self {
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let mut ans = *self;
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ans.with_direction_mut(direction);
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ans
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}
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/// Mutable change the [`Vector`] of direction a the [`Ray`].
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///
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/// [`Vector`]: ../type.Vector.html
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// # use beevee::{Point, Vector};
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/// # use beevee::ray::Ray;
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///
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/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
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/// let new_direction = Vector::y_axis();
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/// ray.with_direction_mut(new_direction);
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///
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/// assert_eq!(ray, Ray::new(Point::origin(), new_direction));
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/// ```
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pub fn with_direction_mut(&mut self, direction: Unit<Vector>) -> &mut Self {
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self.direction = direction;
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self.inv_direction = Vector::new(1. / direction.x, 1. / direction.y, 1. / direction.z);
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self
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}
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/// Return the distance to intersect with an [`AABB`], or [`None`] if there's no intersection.
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///
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/// [`AABB`]: ../aabb/struct.AABB.html
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// use beevee::{Point, Vector};
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/// use beevee::aabb::AABB;
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/// use beevee::ray::Ray;
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///
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/// let aabb = AABB::with_bounds(Point::new(1., -1., -1.), Point::new(3., 1., 1.));
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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///
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/// assert_eq!(ray.aabb_intersection(&aabb), Some(1.));
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/// ```
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///
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/// ```
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/// use beevee::{Point, Vector};
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/// use beevee::aabb::AABB;
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/// use beevee::ray::Ray;
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///
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/// let aabb = AABB::with_bounds(Point::new(-1., -1., -1.), Point::new(1., 1., 1.));
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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///
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/// // Also works from inside the AABB.
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/// assert_eq!(ray.aabb_intersection(&aabb), Some(1.));
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/// ```
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///
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/// ```
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/// use beevee::{Point, Vector};
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/// use beevee::aabb::AABB;
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/// use beevee::ray::Ray;
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///
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/// let aabb = AABB::with_bounds(Point::new(1., -1., -1.), Point::new(3., 1., 1.));
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/// let ray = Ray::new(Point::origin(), Vector::y_axis());
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///
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/// assert_eq!(ray.aabb_intersection(&aabb), None);
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/// ```
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pub fn aabb_intersection(&self, aabb: &AABB) -> Option<f32> {
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use crate::Axis;
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let min_max = |axis: Axis| {
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let a = (aabb.high[axis] - self.origin[axis]) * self.inv_direction[axis];
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let b = (aabb.low[axis] - self.origin[axis]) * self.inv_direction[axis];
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if self.direction[axis] < 0. {
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(a, b)
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} else {
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(b, a)
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}
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};
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let (mut t_min, mut t_max) = min_max(Axis::X);
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let (y_min, y_max) = min_max(Axis::Y);
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if y_min > t_max || y_max < t_min {
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return None;
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}
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if y_min > t_min {
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t_min = y_min;
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}
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if y_max < t_max {
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t_max = y_max;
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}
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let (z_min, z_max) = min_max(Axis::Z);
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if z_min > t_max || z_max < t_min {
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return None;
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}
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if z_min > t_min {
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t_min = z_min;
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}
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if z_max < t_max {
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t_max = z_max;
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}
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if t_max < 0. {
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return None;
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}
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if t_min < 0. {
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Some(t_max)
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} else {
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Some(t_min)
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}
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}
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}
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/// Display implementation for [`Ray`].
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///
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/// [`Ray`]: struct.Ray.html
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///
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/// # Examples
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/// ```
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/// # use beevee::{Point, Vector};
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/// # use beevee::ray::Ray;
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/// let ray = Ray::new(Point::origin(), Vector::x_axis());
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///
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/// assert_eq!(format!("{}", ray), "origin: {0, 0, 0}, direction: {1, 0, 0}")
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/// ```
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impl Display for Ray {
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fn fmt(&self, f: &mut Formatter) -> Result {
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write!(
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f,
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"origin: {}, direction: {{{}, {}, {}}}",
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self.origin, self.direction.x, self.direction.y, self.direction.z,
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)
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}
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}
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