Run fixes recommended by cargo-clippy
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@@ -176,7 +176,7 @@ impl Vec3 {
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}
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pub fn rand_unit_vector(srng: &mut SmallRng) -> Vec3 {
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return Vec3::as_unit(Vec3::rand_in_unit_sphere(srng));
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Vec3::as_unit(Vec3::rand_in_unit_sphere(srng))
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}
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pub fn length(&self) -> f32 {
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@@ -204,11 +204,11 @@ impl Vec3 {
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pub fn near_zero(&self) -> bool {
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let epsilon: f32 = 1e-4;
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return self.x.abs() < epsilon && self.y.abs() < epsilon && self.z.abs() < epsilon;
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self.x.abs() < epsilon && self.y.abs() < epsilon && self.z.abs() < epsilon
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}
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pub fn reflect(v: Vec3, n: Vec3) -> Vec3 {
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return v - n * Vec3::dot(v, n) * 2.0;
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v - n * Vec3::dot(v, n) * 2.0
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}
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pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) -> Vec3 {
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@@ -50,7 +50,7 @@ fn ray_color(r: Ray, surface: &Hittable, depth: u32, rng: &mut SmallRng) -> Vec3
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// when nothing is struck, return sky color
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let unitdir = Vec3::as_unit(r.dir);
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let t = 0.5 * (unitdir.y + 1.0);
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return Vec3::ones() * (1.0 - t) + SKY_COLOR * t;
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Vec3::ones() * (1.0 - t) + SKY_COLOR * t
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}
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}
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14
src/scene.rs
14
src/scene.rs
@@ -13,7 +13,7 @@ pub struct HitRecord {
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}
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impl HitRecord {
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pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) -> () {
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pub fn set_face_normal(&mut self, r: Ray, outward_normal: Vec3) {
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self.front_face = Vec3::dot(r.dir, outward_normal) < 0.0;
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self.normal = if self.front_face {
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outward_normal
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@@ -129,7 +129,7 @@ impl Material {
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dir: scatter_dir,
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};
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*attenuation = *albedo; // deref on both sides? Wacky
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return true;
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true
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}
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Material::Metal { albedo, fuzz } => {
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let reflected = Vec3::reflect(Vec3::as_unit(ray_in.dir), rec.normal);
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@@ -138,7 +138,7 @@ impl Material {
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dir: reflected + Vec3::rand_in_unit_sphere(srng) * *fuzz,
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};
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*attenuation = *albedo;
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return Vec3::dot(scattered.dir, rec.normal) > 0.0;
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Vec3::dot(scattered.dir, rec.normal) > 0.0
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}
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Material::Dielectric { index_refraction } => {
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*attenuation = Vec3::ones();
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@@ -166,7 +166,7 @@ impl Material {
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orig: rec.p,
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dir: direction,
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};
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return true;
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true
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}
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}
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}
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@@ -175,7 +175,7 @@ impl Material {
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// Schlick's approximation for reflectance.
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let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
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let r0 = r0 * r0;
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return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
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r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0)
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}
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}
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@@ -294,7 +294,7 @@ impl Scene {
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world.push(Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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material,
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});
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} else {
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// glass
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@@ -304,7 +304,7 @@ impl Scene {
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world.push(Hittable::Sphere {
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center,
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radius: 0.2,
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material: material,
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material,
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});
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};
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}
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