Replace Vec references with slices in a few places.
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@ -14,8 +14,8 @@ mod wavefront_obj {
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fn get_vertex_and_normal<T: Real>(
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fn get_vertex_and_normal<T: Real>(
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index_tuple: &IndexTuple,
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index_tuple: &IndexTuple,
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vertex_positions: &Vec<[f32; 3]>,
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vertex_positions: &[[f32; 3]],
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normal_positions: &Vec<[f32; 3]>,
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normal_positions: &[[f32; 3]],
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) -> (Point3<T>, Vector3<T>)
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) -> (Point3<T>, Vector3<T>)
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where
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where
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T: SupersetOf<f32>,
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T: SupersetOf<f32>,
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@ -31,8 +31,8 @@ mod wavefront_obj {
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fn get_triangles<T: Real>(
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fn get_triangles<T: Real>(
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polygon: &SimplePolygon,
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polygon: &SimplePolygon,
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vertex_positions: &Vec<[f32; 3]>,
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vertex_positions: &[[f32; 3]],
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normal_positions: &Vec<[f32; 3]>,
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normal_positions: &[[f32; 3]],
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material: Arc<dyn Material<T>>,
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material: Arc<dyn Material<T>>,
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) -> Vec<Triangle<T>>
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) -> Vec<Triangle<T>>
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where
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where
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@ -139,7 +139,7 @@ fn signed_edge_function<T: Real>(a: &Vector3<T>, b: &Vector3<T>) -> T {
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a.x * b.y - b.x * a.y
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a.x * b.y - b.x * a.y
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}
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}
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fn signed_edge_functions<T: Real>(vertices: &Vec<Vector3<T>>) -> Vector3<T> {
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fn signed_edge_functions<T: Real>(vertices: &[Vector3<T>]) -> Vector3<T> {
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// Iterate over the inputs in such a way that each output element is calculated
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// Iterate over the inputs in such a way that each output element is calculated
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// from the twoother elements of the input. ( (y,z) -> x, (z,x) -> y, (x,y) -> z )
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// from the twoother elements of the input. ( (y,z) -> x, (z,x) -> y, (x,y) -> z )
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Vector3::from_iterator(
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Vector3::from_iterator(
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