clean up method order and add some doc
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					 1 changed files with 259 additions and 244 deletions
				
			
		
							
								
								
									
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								src/main.rs
									
									
									
									
									
								
							
							
						
						
									
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								src/main.rs
									
									
									
									
									
								
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			@ -22,6 +22,7 @@ use std::sync::Arc;
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use tobj;
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use vec3::{Color, Point3, Vec3};
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/* Gets the pixel color for the passed ray */
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fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
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    let mut rec = HitRecord::empty();
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			@ -46,251 +47,19 @@ fn ray_color(r: &Ray, world: &HittableList, depth: u32) -> Color {
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    return (1.0 - t) * Color::new(1.0, 1.0, 1.0) + t * Color::new(0.5, 0.7, 1.0);
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}
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fn random_world() -> HittableList {
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    let mut world = HittableList::new();
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    let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05, 0.05)));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(0.0, -50000.0, 0.0),
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        50000.0,
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        material_ground.clone(),
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    )));
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    (-6..5).into_iter().for_each(|a| {
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        (-6..5).into_iter().for_each(|b| {
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            let choose_mat = utility::random_f64();
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            let rad = utility::random_rng(0.1, 0.5);
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            let center = Point3::new(
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                1.5 * a as f64 + 1.3 * utility::random_f64(),
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                rad,
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                1.5 * b as f64 + 1.3 * utility::random_f64(),
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            );
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            if (center - Point3::new(4.0, rad, 0.0)).length() > 0.9 {
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                if choose_mat < 0.8 {
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                    // diffuse
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                    let sphere_material = Arc::new(Lambertian::new(
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                        &(Color::random_f64() * Color::random_f64()),
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                    ));
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                    world.add(Box::<Sphere>::new(Sphere::new(
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                        center,
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                        rad,
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                        sphere_material.clone(),
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                    )));
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                } else if choose_mat < 0.95 {
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                    // metal
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                    let sphere_material = Arc::new(Metal::new(
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                        &Color::random_rng(0.5, 1.0),
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                        utility::random_rng(0.0, 0.5),
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                    ));
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                    world.add(Box::<Sphere>::new(Sphere::new(
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                        center,
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                        0.2,
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                        sphere_material.clone(),
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                    )));
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                } else {
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                    // glass
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                    let sphere_material = Arc::new(Dielectric::new(1.5));
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                    world.add(Box::<Sphere>::new(Sphere::new(
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                        center,
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                        0.2,
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                        sphere_material.clone(),
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                    )));
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                }
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            }
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        });
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    });
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    let material1 = Arc::new(Dielectric::new(1.5));
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    let material2 = Arc::new(Lambertian::new(&Color::new(0.4, 0.2, 0.1)));
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    let material3 = Arc::new(Metal::new(&Color::new(0.7, 0.6, 0.5), 0.0));
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    let material4 = Arc::new(Dielectric::new(2.0));
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    let material5 = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 0.0));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(0.0, 1.0, 0.0),
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        1.0,
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        material2.clone(),
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(-4.0, 1.0, 0.0),
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        1.0,
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        material1.clone(),
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(4.0, 1.0, 0.0),
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        1.0,
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        material3.clone(),
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(-2.0, 2.0, -5.0),
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        2.0,
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        material4.clone(),
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(-3.6, 2.0, -2.0),
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        0.6,
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        material5.clone(),
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    )));
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    /*
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    world.add(Box::<Triangle>::new(Triangle::new(
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        Point3::new(0.0, 1.0, 5.0),
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        Point3::new(3.0, 2.0, 0.0),
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        Point3::new(0.0, 4.0, 0.0),
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        material2.clone(),
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    )));
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    world.add(Box::<Triangle>::new(Triangle::new(
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        Point3::new(5.0, 1.0, -6.0),
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        Point3::new(1.0, 3.0, -5.0),
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        Point3::new(6.0, 4.0, -6.0),
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        material5.clone(),
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    )));
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    world.add(Box::<Triangle>::new(Triangle::new(
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        Point3::new(5.0, 1.0, -6.0),
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        Point3::new(8.0, 1.0, -7.0),
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        Point3::new(6.0, 4.0, -6.0),
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        material5.clone(),
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    )));
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    world.add(Box::<Triangle>::new(Triangle::new(
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        Point3::new(8.0, 4.0, -5.0),
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        Point3::new(8.0, 1.0, -7.0),
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        Point3::new(6.0, 4.0, -6.0),
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        material5.clone(),
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    )));
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    */
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    return world;
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}
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fn from_obj(path: &str) -> HittableList {
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    let mut world = HittableList::new();
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    /*
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    let material_ground = Arc::new(Lambertian::new(&Color::new(
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        29.0 / 255.0,
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        71.0 / 255.0,
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        14.0 / 255.0,
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(0.0, -5005.0, 0.0),
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        5000.0,
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        material_ground.clone(),
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    )));
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    */
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    //let material = Arc::new(Lambertian::new(&Color::new(
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    //    77.0 / 255.0,
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    //    77.0 / 255.0,
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    //    118.0 / 255.0,
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    //)));
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    //let material = Arc::new(Dielectric::new(2.0));
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    //let material = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 1.0));
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    let material = Arc::new(Rainbow::new());
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    let cornell_box = tobj::load_obj(path, &tobj::OFFLINE_RENDERING_LOAD_OPTIONS);
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    let (models, materials) = cornell_box.expect("Failed to load OBJ file");
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    let materials = materials.expect("Failed to load MTL file");
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    for (i, m) in models.iter().enumerate() {
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        let mesh = &m.mesh;
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        /* Mesh vector lengths
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        println!("positions: {}", mesh.positions.len());
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        println!("vertex_color: {}", mesh.vertex_color.len());
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        println!("normals: {}", mesh.normals.len());
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        println!("texcoords: {}", mesh.texcoords.len());
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        println!("indices: {}", mesh.indices.len());
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        println!("face_arities: {}", mesh.face_arities.len());
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        println!("texcoord_indices: {}", mesh.texcoord_indices.len());
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        println!("normal_indices: {}", mesh.normal_indices.len());
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        */
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        let mut next_face = 0;
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        for f in 0..mesh.face_arities.len() {
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            let end = next_face + mesh.face_arities[f] as usize;
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            let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect();
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            println!("    face[{}] = {:?}", f, face_indices);
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            next_face = end;
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        }
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        for v in 0..mesh.indices.len() / 3 {
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            let index_a = mesh.indices[3 * v] as usize;
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            let index_b = mesh.indices[3 * v + 1] as usize;
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            let index_c = mesh.indices[3 * v + 2] as usize;
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            let index_normal_a = mesh.normal_indices[3 * v] as usize;
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            let index_normal_b = mesh.normal_indices[3 * v + 1] as usize;
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            let index_normal_c = mesh.normal_indices[3 * v + 2] as usize;
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            let normal_avg = Vec3::unit_vector(
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                Vec3::new(
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                    mesh.positions[3 * index_normal_a] as f64,
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                    mesh.positions[3 * index_normal_a + 1] as f64,
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                    mesh.positions[3 * index_normal_a + 2] as f64,
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                ) + Vec3::new(
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                    mesh.positions[3 * index_normal_b] as f64,
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                    mesh.positions[3 * index_normal_b + 1] as f64,
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                    mesh.positions[3 * index_normal_b + 2] as f64,
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                ) + Vec3::new(
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                    mesh.positions[3 * index_normal_c] as f64,
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                    mesh.positions[3 * index_normal_c + 1] as f64,
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                    mesh.positions[3 * index_normal_c + 2] as f64,
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                ),
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            );
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            /*
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            println!("a:{},{},{}; b:{},{},{}; c:{},{},{}",
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            mesh.normals[3*index_normal_a],
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            mesh.normals[3*index_normal_a+1],
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            mesh.normals[3*index_normal_a+2],
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            mesh.normals[3*index_normal_b],
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            mesh.normals[3*index_normal_b+1],
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            mesh.normals[3*index_normal_b+2],
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            mesh.normals[3*index_normal_c],
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            mesh.normals[3*index_normal_c+1],
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            mesh.normals[3*index_normal_c+2]);
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            */
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            world.add(Box::<Triangle>::new(Triangle::new(
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                Point3::new(
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                    mesh.positions[3 * index_a] as f64,
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                    mesh.positions[3 * index_a + 1] as f64,
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                    mesh.positions[3 * index_a + 2] as f64,
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                ),
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                Point3::new(
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                    mesh.positions[3 * index_b] as f64,
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                    mesh.positions[3 * index_b + 1] as f64,
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                    mesh.positions[3 * index_b + 2] as f64,
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                ),
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                Point3::new(
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                    mesh.positions[3 * index_c] as f64,
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                    mesh.positions[3 * index_c + 1] as f64,
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                    mesh.positions[3 * index_c + 2] as f64,
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                ),
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                normal_avg,
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                material.clone(),
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            )));
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        }
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    }
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    return world;
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}
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// Current world view:
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//
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//             I y
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//             I
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//             I
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//             I
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//           /   \
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//         /       \
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//       /           \
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//     / z             \ x
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/* 
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Current world view:
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            I y
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            I
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            I
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            I
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          /   \
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        /       \
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      /           \
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    / z             \ x
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* Main function that builds everything and runs the raytracing
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*/
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fn main() {
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    // File
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| 
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			@ -467,3 +236,249 @@ fn main() {
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    image.save(default_file).unwrap();
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}
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/********************
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*  WORLD GENERATION *
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*********************
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*/
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/*
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* Generates world based on .obj mesh file passed by path
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*/
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fn from_obj(path: &str) -> HittableList {
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    let mut world = HittableList::new();
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    /*
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    let material_ground = Arc::new(Lambertian::new(&Color::new(
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        29.0 / 255.0,
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        71.0 / 255.0,
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        14.0 / 255.0,
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    )));
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    world.add(Box::<Sphere>::new(Sphere::new(
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        Point3::new(0.0, -5005.0, 0.0),
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        5000.0,
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        material_ground.clone(),
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    )));
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    */
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    //let material = Arc::new(Lambertian::new(&Color::new(
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    //    77.0 / 255.0,
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    //    77.0 / 255.0,
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    //    118.0 / 255.0,
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    //)));
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    //let material = Arc::new(Dielectric::new(2.0));
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    //let material = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 1.0));
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    let material = Arc::new(Rainbow::new());
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    let cornell_box = tobj::load_obj(path, &tobj::OFFLINE_RENDERING_LOAD_OPTIONS);
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    let (models, materials) = cornell_box.expect("Failed to load OBJ file");
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    let materials = materials.expect("Failed to load MTL file");
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    for (i, m) in models.iter().enumerate() {
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        let mesh = &m.mesh;
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        /* Mesh vector lengths
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        println!("positions: {}", mesh.positions.len());
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        println!("vertex_color: {}", mesh.vertex_color.len());
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        println!("normals: {}", mesh.normals.len());
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        println!("texcoords: {}", mesh.texcoords.len());
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        println!("indices: {}", mesh.indices.len());
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        println!("face_arities: {}", mesh.face_arities.len());
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        println!("texcoord_indices: {}", mesh.texcoord_indices.len());
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        println!("normal_indices: {}", mesh.normal_indices.len());
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        */
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        let mut next_face = 0;
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        for f in 0..mesh.face_arities.len() {
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            let end = next_face + mesh.face_arities[f] as usize;
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            let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect();
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            println!("    face[{}] = {:?}", f, face_indices);
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            next_face = end;
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        }
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        for v in 0..mesh.indices.len() / 3 {
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            let index_a = mesh.indices[3 * v] as usize;
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            let index_b = mesh.indices[3 * v + 1] as usize;
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            let index_c = mesh.indices[3 * v + 2] as usize;
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            let index_normal_a = mesh.normal_indices[3 * v] as usize;
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            let index_normal_b = mesh.normal_indices[3 * v + 1] as usize;
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            let index_normal_c = mesh.normal_indices[3 * v + 2] as usize;
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            let normal_avg = Vec3::unit_vector(
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		||||
                Vec3::new(
 | 
			
		||||
                    mesh.positions[3 * index_normal_a] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_a + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_a + 2] as f64,
 | 
			
		||||
                ) + Vec3::new(
 | 
			
		||||
                    mesh.positions[3 * index_normal_b] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_b + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_b + 2] as f64,
 | 
			
		||||
                ) + Vec3::new(
 | 
			
		||||
                    mesh.positions[3 * index_normal_c] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_c + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_normal_c + 2] as f64,
 | 
			
		||||
                ),
 | 
			
		||||
            );
 | 
			
		||||
 | 
			
		||||
            /*
 | 
			
		||||
            println!("a:{},{},{}; b:{},{},{}; c:{},{},{}",
 | 
			
		||||
            mesh.normals[3*index_normal_a],
 | 
			
		||||
            mesh.normals[3*index_normal_a+1],
 | 
			
		||||
            mesh.normals[3*index_normal_a+2],
 | 
			
		||||
            mesh.normals[3*index_normal_b],
 | 
			
		||||
            mesh.normals[3*index_normal_b+1],
 | 
			
		||||
            mesh.normals[3*index_normal_b+2],
 | 
			
		||||
            mesh.normals[3*index_normal_c],
 | 
			
		||||
            mesh.normals[3*index_normal_c+1],
 | 
			
		||||
            mesh.normals[3*index_normal_c+2]);
 | 
			
		||||
            */
 | 
			
		||||
 | 
			
		||||
            world.add(Box::<Triangle>::new(Triangle::new(
 | 
			
		||||
                Point3::new(
 | 
			
		||||
                    mesh.positions[3 * index_a] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_a + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_a + 2] as f64,
 | 
			
		||||
                ),
 | 
			
		||||
                Point3::new(
 | 
			
		||||
                    mesh.positions[3 * index_b] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_b + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_b + 2] as f64,
 | 
			
		||||
                ),
 | 
			
		||||
                Point3::new(
 | 
			
		||||
                    mesh.positions[3 * index_c] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_c + 1] as f64,
 | 
			
		||||
                    mesh.positions[3 * index_c + 2] as f64,
 | 
			
		||||
                ),
 | 
			
		||||
                normal_avg,
 | 
			
		||||
                material.clone(),
 | 
			
		||||
            )));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    return world;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
* Generates a world with a bunch of spheres
 | 
			
		||||
*/
 | 
			
		||||
fn random_world() -> HittableList {
 | 
			
		||||
    let mut world = HittableList::new();
 | 
			
		||||
 | 
			
		||||
    let material_ground = Arc::new(Lambertian::new(&Color::new(0.05, 0.05, 0.05)));
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(0.0, -50000.0, 0.0),
 | 
			
		||||
        50000.0,
 | 
			
		||||
        material_ground.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    (-6..5).into_iter().for_each(|a| {
 | 
			
		||||
        (-6..5).into_iter().for_each(|b| {
 | 
			
		||||
            let choose_mat = utility::random_f64();
 | 
			
		||||
            let rad = utility::random_rng(0.1, 0.5);
 | 
			
		||||
            let center = Point3::new(
 | 
			
		||||
                1.5 * a as f64 + 1.3 * utility::random_f64(),
 | 
			
		||||
                rad,
 | 
			
		||||
                1.5 * b as f64 + 1.3 * utility::random_f64(),
 | 
			
		||||
            );
 | 
			
		||||
            if (center - Point3::new(4.0, rad, 0.0)).length() > 0.9 {
 | 
			
		||||
                if choose_mat < 0.8 {
 | 
			
		||||
                    // diffuse
 | 
			
		||||
                    let sphere_material = Arc::new(Lambertian::new(
 | 
			
		||||
                        &(Color::random_f64() * Color::random_f64()),
 | 
			
		||||
                    ));
 | 
			
		||||
                    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
                        center,
 | 
			
		||||
                        rad,
 | 
			
		||||
                        sphere_material.clone(),
 | 
			
		||||
                    )));
 | 
			
		||||
                } else if choose_mat < 0.95 {
 | 
			
		||||
                    // metal
 | 
			
		||||
                    let sphere_material = Arc::new(Metal::new(
 | 
			
		||||
                        &Color::random_rng(0.5, 1.0),
 | 
			
		||||
                        utility::random_rng(0.0, 0.5),
 | 
			
		||||
                    ));
 | 
			
		||||
                    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
                        center,
 | 
			
		||||
                        0.2,
 | 
			
		||||
                        sphere_material.clone(),
 | 
			
		||||
                    )));
 | 
			
		||||
                } else {
 | 
			
		||||
                    // glass
 | 
			
		||||
                    let sphere_material = Arc::new(Dielectric::new(1.5));
 | 
			
		||||
                    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
                        center,
 | 
			
		||||
                        0.2,
 | 
			
		||||
                        sphere_material.clone(),
 | 
			
		||||
                    )));
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        });
 | 
			
		||||
    });
 | 
			
		||||
 | 
			
		||||
    let material1 = Arc::new(Dielectric::new(1.5));
 | 
			
		||||
    let material2 = Arc::new(Lambertian::new(&Color::new(0.4, 0.2, 0.1)));
 | 
			
		||||
    let material3 = Arc::new(Metal::new(&Color::new(0.7, 0.6, 0.5), 0.0));
 | 
			
		||||
    let material4 = Arc::new(Dielectric::new(2.0));
 | 
			
		||||
    let material5 = Arc::new(Metal::new(&Color::new(0.9, 0.9, 0.7), 0.0));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(0.0, 1.0, 0.0),
 | 
			
		||||
        1.0,
 | 
			
		||||
        material2.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(-4.0, 1.0, 0.0),
 | 
			
		||||
        1.0,
 | 
			
		||||
        material1.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(4.0, 1.0, 0.0),
 | 
			
		||||
        1.0,
 | 
			
		||||
        material3.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(-2.0, 2.0, -5.0),
 | 
			
		||||
        2.0,
 | 
			
		||||
        material4.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Sphere>::new(Sphere::new(
 | 
			
		||||
        Point3::new(-3.6, 2.0, -2.0),
 | 
			
		||||
        0.6,
 | 
			
		||||
        material5.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    /*
 | 
			
		||||
    world.add(Box::<Triangle>::new(Triangle::new(
 | 
			
		||||
        Point3::new(0.0, 1.0, 5.0),
 | 
			
		||||
        Point3::new(3.0, 2.0, 0.0),
 | 
			
		||||
        Point3::new(0.0, 4.0, 0.0),
 | 
			
		||||
        material2.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
 | 
			
		||||
    world.add(Box::<Triangle>::new(Triangle::new(
 | 
			
		||||
        Point3::new(5.0, 1.0, -6.0),
 | 
			
		||||
        Point3::new(1.0, 3.0, -5.0),
 | 
			
		||||
        Point3::new(6.0, 4.0, -6.0),
 | 
			
		||||
        material5.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
    world.add(Box::<Triangle>::new(Triangle::new(
 | 
			
		||||
        Point3::new(5.0, 1.0, -6.0),
 | 
			
		||||
        Point3::new(8.0, 1.0, -7.0),
 | 
			
		||||
        Point3::new(6.0, 4.0, -6.0),
 | 
			
		||||
        material5.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
    world.add(Box::<Triangle>::new(Triangle::new(
 | 
			
		||||
        Point3::new(8.0, 4.0, -5.0),
 | 
			
		||||
        Point3::new(8.0, 1.0, -7.0),
 | 
			
		||||
        Point3::new(6.0, 4.0, -6.0),
 | 
			
		||||
        material5.clone(),
 | 
			
		||||
    )));
 | 
			
		||||
    */
 | 
			
		||||
 | 
			
		||||
    return world;
 | 
			
		||||
}
 | 
			
		||||
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		Reference in a new issue