package renderSuite; import renderSuite.Vec3; //import renderSuite.Util; //import renderSuite.Ray; public class Surface { Vec3 p, c; public void main() { } /* public boolean intersect(Ray r) { // OLD //double dist = Util.d(ray_position, position); //return (Util.d(ray_position, position) <= radius); // using RTX Vec3 l = new Vec3(this.p.x - r.p.x, this.p.y - r.p.y, this.p.z - r.p.z); Vec3 nl = l.get_norm(); double cosine = Util.dot(r.f, nl); // >90 degrees = no intersection if (cosine < 0) { return false; } double tc = l.len() * cosine; double d = Math.sqrt( l.len()*l.len() - tc*tc ); return (d < this.r); } */ }