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use crate::prelude::*;
pub struct Pinhole {
origin : F3,
center : F3,
fov : F,
}
impl Camera3D for Pinhole {
fn new() -> Self {
let origin = F3::new(0.0, 0.0, 3.0);
let center = F3::new(0.0, 0.0, 0.0);
Self {
origin,
center,
fov : 80.0,
}
}
fn set(&mut self, origin: F3, center: F3) {
self.origin = origin;
self.center = center;
}
fn set_fov(&mut self, fov: F) {
self.fov = fov;
}
#[inline(always)]
fn gen_ray(&self, p: F2, offset: F2, width: F, height: F) -> Ray {
let ratio = width / height;
let pixel_size = F2::new( 1.0 / width, 1.0 / height);
let half_width = (self.fov.to_radians() * 0.5).tan();
let half_height = half_width / ratio;
let up_vector = F3::new(0.0, 1.0, 0.0);
let w = (self.origin - self.center).normalize();
let u = (&up_vector).cross(&w);
let v = w.cross(&u);
let lower_left = self.origin - u.mult_f(&half_width) - v.mult_f(&half_height) - w;
let horizontal = u.mult_f(&(half_width * 2.0));
let vertical = v.mult_f(&(half_height * 2.0));
let mut rd = lower_left - self.origin;
rd += horizontal.mult_f(&(pixel_size.x * offset.x + p.x));
rd += vertical.mult_f(&(pixel_size.y * offset.y + p.y));
Ray::new(self.origin, rd.normalize())
}
}