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on v3length(self)
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v3lengthSq(self) ^ 0.5 -- x ^ 0.5 calculates sqrt(x)
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on v3unit(v)
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v3divScalar(v, v3length(v))
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on v3dot(u, v)
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(x of u) * (x of v) + (y of u) * (y of v) + (z of u) * (z of v)
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on v3cross(self, other)
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set res to v3(0,0,0)
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set x of res to y of self * z of other - z of self * y of other
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set y of res to z of self * x of other - x of self * z of other
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set z of res to x of self * y of other - y of self * x of other
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res
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on v3origin()
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v3(0,0,0)
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on v3clone(other)
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v3(x of other, y of other, z of other)
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on v3isEmpty(self)
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x of self = 0 and y of self = 0 and z of self = 0
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on v3print(self)
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log ("" & x in self & " " & y in self & " " & z in self)
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on v3copyFrom(self, other)
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set x of self to x of other
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set y of self to y of other
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set z of self to z of other
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on v3randomInRange(min, max)
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set rng to max - min
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return v3(random number * rng + min, random number * rng + min, random number * rng + min)
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on randomInRange(min, max)
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return random number * rng + min
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on min(a, b)
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if a < b
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on max(a, b)
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if a > b
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on v3nearZero(self)
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set s to 1e-8
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return (abs(x of self) < s) or (abs(y of self) < s) or (abs(z of self) < s)
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on randomInUnitSphere()
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set p to v3randomInRange(-1,1)
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if v3lengthSq(p) < 1
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return p
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on randomUnitVector()
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v3unit(randomInUnitSphere())
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on randomInHemisphere(normal)
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set inUnitSphere to randomInUnitSphere()
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if (v3dot(inUnitSphere, normal) > 0.0) -- In the same hemisphere as the normal
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return inUnitSphere
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return v3mulScalar(inUnitSphere, -1.0)
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on clamp(x, min, max)
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if (x < min)
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return min
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if (x > max)
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return max
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on makeRay(origin, direction)
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{origin:origin, direction:direction}
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on rayAt(r, t)
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v3add((origin of r), v3mulScalar((direction of r), t))
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on v3ToColor(v)
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makeColor(x of v, y of v, z of v)
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on correctColor(c)
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set red of c to clamp(sqrt(red of c), 0.0, 0.999)
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set green of c to clamp(sqrt(green of c), 0.0, 0.999)
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set blue of c to clamp(sqrt(blue of c), 0.0, 0.999)
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c
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on makeHitRecord()
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{t: 0, p: v3origin(), normal: v3origin(), frontFace: true, material: null}
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on hitRecordCopyFrom(self, other)
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set t of self to t of other
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v3copyFrom(p of self, p of other)
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v3copyFrom(normal of self, normal of other)
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set frontFace of self to frontFace of other
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set material of self to material of other
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on hitRecordSetFaceNormal(self, r, outwardNormal)
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set frontFace of self to v3dot((direction of r), outwardNormal) < 0
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if frontFace of self
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set normal of self to outwardNormal
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set normal of self to -outwardNormal
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script spherePrototype
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on hit(r,tMin,tMax,rec)
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set oc to v3sub((origin of r), my sphereCenter)
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set a to v3lengthSq(direction of r)
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set halfB to v3dot(oc, (direction of r))
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set c to v3lengthSq(oc) - my sphereRadius*my sphereRadius
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set discriminant to halfB*halfB - a*c
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if (discriminant < 0)
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set sqrtd to sqrt(discriminant)
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set root to (-halfB - sqrtd) / a
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if (root < tMin or tMax < root)
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root = (-halfB + sqrtd) / a
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set t of rec to root
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set p of rec to rayAt(r, t of rec)
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set normal of rec to v3divScalar(v3sub(p of rec, my sphereCenter), my sphereRadius)
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set outwardNormal to v3divScalar(v3sub(p of rec, my sphereCenter), my sphereRadius)
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hitRecordSetFaceNormal(rec, r, outwardNormal)
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set material of rec to my material
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end hit
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on newSphere(_sphereCenter, _sphereRadius, _material)
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script sphere
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property parent: spherePrototype
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property sphereCenter: _sphereCenter
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property sphereRadius: _sphereRadius
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