shapes: add AABB boxes with a cube shape.
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@ -46,7 +46,7 @@ pub mod prelude {
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materials::{Material, MaterialBuilder},
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matrices::{identity, rotation_x, rotation_y, rotation_z, scaling, shearing, translation},
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patterns::{checkers_pattern, gradient_pattern, ring_pattern, stripe_pattern},
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shapes::{plane, sphere, test_shape},
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shapes::{cube, plane, sphere, test_shape},
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transformations::view_transform,
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tuples::{point, vector, Color},
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world::{World, WorldBuilder},
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@ -23,6 +23,8 @@ pub enum Geometry {
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Sphere,
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/// Flat surface that extends infinitely in the XZ axes.
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Plane,
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/// AABB cube at origin from -1,1 in each direction.
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Cube,
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}
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impl Default for Geometry {
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@ -38,6 +40,7 @@ impl PartialEq for Geometry {
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(TestShape(l), TestShape(r)) => *l.lock().unwrap() == *r.lock().unwrap(),
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(Sphere, Sphere) => true,
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(Plane, Plane) => true,
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(Cube, Cube) => true,
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_ => false,
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}
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}
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@ -70,6 +73,11 @@ pub fn test_shape() -> ShapeBuilder {
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ShapeBuilder::test_shape()
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}
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/// Short hand for creating a ShapeBuilder with a cube geometry.
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pub fn cube() -> ShapeBuilder {
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ShapeBuilder::cube()
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}
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/// Helper for producing a sphere with a glassy material.
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pub fn glass_sphere() -> ShapeBuilder {
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ShapeBuilder::sphere().material(
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@ -95,6 +103,11 @@ impl ShapeBuilder {
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TestData::default(),
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))))
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}
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/// Short hand for creating a ShapeBuilder with a cube geometry.
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pub fn cube() -> ShapeBuilder {
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ShapeBuilder::default().geometry(Geometry::Cube)
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}
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fn default_inverse_transform(&self) -> Result<Matrix4x4, String> {
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Ok(self.transform.unwrap_or(Matrix4x4::identity()).inverse())
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}
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@ -121,7 +134,6 @@ impl Shape {
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geometry: Geometry::TestShape(Arc::new(Mutex::new(TestData::default()))),
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}
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}
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/// # Examples
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pub fn sphere() -> Shape {
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Shape {
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transform: Matrix4x4::identity(),
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@ -138,6 +150,14 @@ impl Shape {
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geometry: Geometry::Plane,
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}
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}
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pub fn cube() -> Shape {
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Shape {
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transform: Matrix4x4::identity(),
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inverse_transform: Matrix4x4::identity(),
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material: Material::default(),
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geometry: Geometry::Cube,
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}
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}
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/// Find the normal at the point on the sphere.
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pub fn normal_at(&self, world_point: Tuple) -> Tuple {
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let object_point = self.inverse_transform * world_point;
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@ -145,6 +165,7 @@ impl Shape {
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Geometry::Sphere => object_point - Tuple::point(0., 0., 0.),
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Geometry::Plane => Tuple::vector(0., 1., 0.),
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Geometry::TestShape(_) => object_point,
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Geometry::Cube => cube::local_normal_at(object_point),
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};
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let mut world_normal = self.inverse_transform.transpose() * object_normal;
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world_normal.w = 0.;
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@ -175,6 +196,7 @@ pub fn intersect<'s>(shape: &'s Shape, ray: &Ray) -> Intersections<'s> {
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Geometry::Sphere => sphere::intersect(shape, &local_ray),
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Geometry::Plane => plane::intersect(shape, &local_ray),
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Geometry::TestShape(_) => test_shape::intersect(shape, &local_ray),
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Geometry::Cube => cube::intersect(shape, &local_ray),
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}
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}
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@ -235,6 +257,129 @@ mod plane {
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}
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}
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mod cube {
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use crate::{
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intersections::{Intersection, Intersections},
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rays::Ray,
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shapes::Shape,
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tuples::{vector, Tuple},
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Float, EPSILON,
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};
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fn check_axis(origin: Float, direction: Float) -> (Float, Float) {
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let tmin_numerator = -1. - origin;
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let tmax_numerator = 1. - origin;
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let (tmin, tmax) = if direction.abs() >= EPSILON {
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(tmin_numerator / direction, tmax_numerator / direction)
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} else {
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(
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tmin_numerator * Float::INFINITY,
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tmax_numerator * Float::INFINITY,
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)
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};
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if tmin > tmax {
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return (tmax, tmin);
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}
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(tmin, tmax)
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}
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pub fn intersect<'s>(shape: &'s Shape, ray: &Ray) -> Intersections<'s> {
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let (xtmin, xtmax) = check_axis(ray.origin.x, ray.direction.x);
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let (ytmin, ytmax) = check_axis(ray.origin.y, ray.direction.y);
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let (ztmin, ztmax) = check_axis(ray.origin.z, ray.direction.z);
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let tmin = xtmin.max(ytmin).max(ztmin);
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let tmax = xtmax.min(ytmax).min(ztmax);
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if tmin > tmax {
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return Intersections::default();
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}
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Intersections::new(vec![
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Intersection::new(tmin, &shape),
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Intersection::new(tmax, &shape),
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])
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}
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pub fn local_normal_at(point: Tuple) -> Tuple {
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let x = point.x.abs();
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let y = point.y.abs();
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let z = point.z.abs();
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let maxc = x.max(y).max(z);
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if maxc == x {
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return vector(point.x, 0., 0.);
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}
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if maxc == y {
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return vector(0., point.y, 0.);
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}
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vector(0., 0., point.z)
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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rays::Ray,
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shapes::Shape,
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tuples::{point, vector},
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EPSILON,
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};
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use super::{intersect, local_normal_at};
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#[test]
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fn ray_intersects_cube() {
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let c = Shape::cube();
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for (name, o, d, t1, t2) in [
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("+x", point(5., 0.5, 0.), vector(-1., 0., 0.), 4., 6.),
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("-x", point(-5., 0.5, 0.), vector(1., 0., 0.), 4., 6.),
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("+y", point(0.5, 5., 0.), vector(0., -1., 0.), 4., 6.),
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("-y", point(0.5, -5., 0.), vector(0., 1., 0.), 4., 6.),
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("+z", point(0.5, 0., 5.), vector(0., 0., -1.), 4., 6.),
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("-z", point(0.5, 0., -5.), vector(0., 0., 1.), 4., 6.),
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("inside", point(0., 0.5, 0.), vector(0., 0., 1.), -1., 1.),
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] {
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let r = Ray::new(o, d);
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let xs = intersect(&c, &r);
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assert_eq!(xs.len(), 2, "{}", name);
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assert!((xs[0].t - t1).abs() < EPSILON, "{} t1 {}", name, xs[0].t);
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assert!((xs[1].t - t2).abs() < EPSILON, "{} t2 {}", name, xs[1].t);
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}
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}
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#[test]
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fn ray_misses_cube() {
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let c = Shape::cube();
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for (o, d) in [
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(point(-2., 0., 0.), vector(0.2673, 0.5345, 0.8018)),
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(point(0., -2., 0.), vector(0.8018, 0.2673, 0.5345)),
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(point(0., 0., -2.), vector(0.5345, 0.8018, 0.2673)),
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(point(2., 0., 2.), vector(0., 0., -1.)),
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(point(0., 2., 2.), vector(0., -1., 0.)),
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(point(2., 2., -5.), vector(-1., 0., 0.)),
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] {
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let r = Ray::new(o, d);
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let xs = intersect(&c, &r);
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assert_eq!(xs.len(), 0, "({:?}, {:?})", o, d);
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}
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}
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#[test]
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fn normal_cube_surface() {
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for (p, n) in [
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(point(1., 0.8, -0.8), vector(1., 0., 0.)),
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(point(-1., -0.2, 0.9), vector(-1., 0., 0.)),
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(point(-0.4, 1., -0.1), vector(0., 1., 0.)),
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(point(0.3, -1., -0.7), vector(0., -1., 0.)),
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(point(-0.6, 0.3, 1.), vector(0., 0., 1.)),
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(point(0.4, 0.4, -1.), vector(0., 0., -1.)),
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(point(1., 1., 1.), vector(1., 0., 0.)),
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(point(-1., -1., -1.), vector(-1., 0., 0.)),
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] {
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let normal = local_normal_at(p);
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assert_eq!(n, normal);
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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mod shape_builder {
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