Version bump rand
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@@ -60,15 +60,10 @@ where
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rec1.t = 0.;
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}
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let distance_inside_boundary = (rec2.t - rec1.t) * r.direction.length();
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let hit_distance = -(1. / self.density) * rng.gen_range::<f32>(0., 1.).ln();
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let hit_distance: f32 = -(1. / self.density) * rng.gen::<f32>().ln();
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if hit_distance < distance_inside_boundary {
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let t = rec1.t + hit_distance / r.direction.length();
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let normal = Vec3::new(
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rng.gen_range(0., 1.),
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rng.gen_range(0., 1.),
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rng.gen_range(0., 1.),
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)
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.unit_vector();
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let normal = Vec3::new(rng.gen(), rng.gen(), rng.gen()).unit_vector();
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return Some(HitRecord {
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t,
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p: r.point_at_parameter(t),
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