Set up intersection correctly
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31
src/gui.rs
31
src/gui.rs
@@ -17,17 +17,17 @@ const BUFFER_PROPORTION_MIN: f32 = 0.1;
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const BUFFER_PROPORTION_MAX: f32 = 1.0;
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//RAY CONSTANTS
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const RAYS_INIT: i32 = 7000;
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const RAYS_INIT: i32 = 100;
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const RAYS_MIN: i32 = 100;
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const RAYS_MAX: i32 = 30000;
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const RAYS_MAX: i32 = 10000;
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//MATERIAL CONSTANTS
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const MIN_D: f32 = 0.0;
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const MIN_S: f32 = 0.0;
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const MIN_SHINE: f32 = 0.0;
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const MAX_D: f32 = 1.0;
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const MAX_S: f32 = 1.0;
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const MAX_SHINE: f32 = 50.0;
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// const MIN_D: f32 = 0.0;
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// const MIN_S: f32 = 0.0;
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// const MIN_SHINE: f32 = 0.0;
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// const MAX_D: f32 = 1.0;
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// const MAX_S: f32 = 1.0;
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// const MAX_SHINE: f32 = 50.0;
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//TRANSFORMATION CONSTANTS
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const MIN_COLOUR: f32 = 0.0;
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@@ -310,12 +310,9 @@ impl Gui {
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//Use different cameras in the scene
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if let Some(_t) = ui.tree_node("Cameras") {
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for (label, camera) in &self.scene.cameras {
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if let Some(_t) = ui.tree_node(label) {
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if ui.button("Use camera") {
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self.camera = camera.clone();
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self.event =
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Some(GuiEvent::CameraUpdate(camera.clone(), self.camera_fov));
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}
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if ui.button(label) {
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self.camera = camera.clone();
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self.event = Some(GuiEvent::CameraUpdate(camera.clone(), self.camera_fov));
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}
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}
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}
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@@ -413,9 +410,9 @@ pub fn init_engine() -> Engine {
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.register_fn("Circle", Circle::new)
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.register_fn("CircleUnit", Circle::unit);
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engine
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.register_type::<Rectangle>()
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.register_fn("Rectangle", Rectangle::new)
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.register_fn("RectangleUnit", Rectangle::unit);
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.register_type::<Cube>()
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.register_fn("Cube", Cube::new)
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.register_fn("CubeUnit", Cube::unit);
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engine
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.register_type::<SteinerSurface>()
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.register_fn("Steiner", SteinerSurface::new);
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