Fix imports and Uniform creation usage in rand
Rand v0.9 made the `Uniform::new()` function fallible, but I'm going to keep assuming these always work and just `.unwrap()` the Result. It also renamed the distribution module, for some reason.
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@@ -15,7 +15,7 @@ use std::fmt::Display;
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use rand::Rng;
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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use rand::distr::Uniform;
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pub type Vec2i = Vec2<i32>;
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pub type Vec2f = Vec2<f32>;
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@@ -144,7 +144,7 @@ impl Vec3{
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}
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pub fn rand_in_unit_sphere(srng: &mut SmallRng) -> Vec3 {
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let distrib = Uniform::new(-1.0, 1.0);
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let distrib = Uniform::new(-1.0, 1.0).unwrap();
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loop {
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let p = Vec3::rand(srng, distrib);
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if p.length_squared() >= 1.0 { continue; }
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@@ -156,8 +156,8 @@ impl Vec3{
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let distrib = Uniform::new(-1.0, 1.0);
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loop {
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let p = Vec3 {
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x: srng.sample(distrib),
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y: srng.sample(distrib),
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x: srng.sample(distrib.unwrap()),
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y: srng.sample(distrib.unwrap()),
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z: 0.0,
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};
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if p.length_squared() >= 1.0 { continue; }
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10
src/scene.rs
10
src/scene.rs
@@ -3,7 +3,7 @@ use crate::primitives::{Vec3, Ray};
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use rand::Rng;
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use rand::rngs::SmallRng;
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use rand::distributions::Uniform;
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use rand::distr::Uniform;
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pub struct HitRecord{
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pub p: Vec3,
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@@ -140,7 +140,7 @@ impl Material {
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let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
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let cannot_refract = refraction_ratio * sin_theta > 1.0;
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
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let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib_zero_one) {
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Vec3::reflect(unit_direction, rec.normal)
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} else {
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@@ -240,7 +240,7 @@ impl Scene {
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world.push( Hittable::Sphere { center: Vec3::new(0.0, -1000.0, 0.0), radius: 1000.0, material: mat_ground });
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let distrib_zero_one = Uniform::new(0.0, 1.0);
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let distrib_zero_one = Uniform::new(0.0, 1.0).unwrap();
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for a in -11..11 {
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for b in -11..11 {
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let choose_mat = srng.sample(distrib_zero_one);
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@@ -264,8 +264,8 @@ impl Scene {
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);
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} else if choose_mat < 0.95 {
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// metal
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let distr_albedo = Uniform::new(0.5, 1.0);
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let distr_fuzz = Uniform::new(0.0, 0.5);
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let distr_albedo = Uniform::new(0.5, 1.0).unwrap();
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let distr_fuzz = Uniform::new(0.0, 0.5).unwrap();
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let albedo = Vec3::rand(srng, distr_albedo);
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let fuzz = srng.sample(distr_fuzz);
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