Remove some debug prints that I committed by accident
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365b6063e0
commit
9096ff67b6
14
src/mesh.rs
14
src/mesh.rs
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@ -546,7 +546,7 @@ mod tests {
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|result, centroid| {
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|result, centroid| {
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let expected_retro = (ray_origin - centroid).normalize();
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let expected_retro = (ray_origin - centroid).normalize();
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if let Some(IntersectionInfo { retro, .. }) = result {
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if let Some(IntersectionInfo { retro, .. }) = result {
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(dbg!(expected_retro) - dbg!(retro)).norm() < 0.000_000_1
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(expected_retro - retro).norm() < 0.000_000_1
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} else {
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} else {
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false
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false
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}
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}
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@ -719,10 +719,10 @@ mod tests {
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let ray = Ray {
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let ray = Ray {
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origin: ray_origin,
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origin: ray_origin,
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direction: (dbg!(target_point) - ray_origin).normalize(),
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direction: (target_point - ray_origin).normalize(),
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};
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};
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let triangle = Triangle {
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let triangle = Triangle {
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vertices: dbg!([vertex0, vertex1, vertex2]),
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vertices: [vertex0, vertex1, vertex2],
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normals: [Vector3::zeros(); 3],
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normals: [Vector3::zeros(); 3],
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material: Rc::new(LambertianMaterial::new_dummy()),
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material: Rc::new(LambertianMaterial::new_dummy()),
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};
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};
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@ -747,10 +747,10 @@ mod tests {
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let ray = Ray {
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let ray = Ray {
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origin: ray_origin,
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origin: ray_origin,
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direction: (dbg!(target_point) - ray_origin).normalize(),
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direction: (target_point - ray_origin).normalize(),
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};
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};
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let triangle = Triangle {
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let triangle = Triangle {
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vertices: dbg!([vertex0, vertex1, vertex2]),
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vertices: [vertex0, vertex1, vertex2],
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normals: [Vector3::zeros(); 3],
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normals: [Vector3::zeros(); 3],
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material: Rc::new(LambertianMaterial::new_dummy()),
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material: Rc::new(LambertianMaterial::new_dummy()),
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};
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};
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@ -775,10 +775,10 @@ mod tests {
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
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let ray = Ray {
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let ray = Ray {
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origin: ray_origin,
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origin: ray_origin,
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direction: (dbg!(target_point) - ray_origin).normalize(),
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direction: (target_point - ray_origin).normalize(),
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};
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};
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let triangle = Triangle {
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let triangle = Triangle {
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vertices: dbg!([vertex0, vertex1, vertex2]),
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vertices: [vertex0, vertex1, vertex2],
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normals: [Vector3::zeros(); 3],
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normals: [Vector3::zeros(); 3],
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material: Rc::new(LambertianMaterial::new_dummy()),
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material: Rc::new(LambertianMaterial::new_dummy()),
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};
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};
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