#include "geometry.h" Vector3 calculate_normal(const Vector3& v1, const Vector3& v2, const Vector3& v3) { Vector3 normal; const Vector3 U = v2 - v1; const Vector3 V = v3 - v1; normal.x = U.y * V.z - U.z * V.y; normal.y = U.z * V.x - U.x * V.z; normal.z = U.x * V.y - U.y * V.x; return normal.normalize(); } const float random(const float& rangeMin, const float& rangeMax) { const float range = rangeMax - rangeMin; return rangeMin + (float(rand())/float(RAND_MAX))*range; } const float random_int(const int& rangeMin, const int& rangeMax) { const int range = rangeMax - rangeMin; return rangeMin + (rand() % range); }