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use crate::image::Image;
use crate::ray::Ray;
use crate::util::{degrees_to_radians, random_in_unit_disk};
use crate::vec3::Vec3;
#[derive(Clone)]
pub struct Camera {
pub viewport_height: f64,
pub viewport_width: f64,
pub origin: Vec3,
pub horizontal: Vec3,
pub vertical: Vec3,
pub upper_left_corner: Vec3,
pub forward: Vec3,
pub right: Vec3,
pub up: Vec3,
pub lens_radius: f64,
pub focus_distance: f64,
}
impl Camera {
pub fn new(
look_from: Vec3,
look_at: Vec3,
up: Vec3,
vfov: f64,
image: &Image,
aperture: f64,
focus_distance: f64,
) -> Camera {
let h = (degrees_to_radians(vfov) / 2.0).tan();
let viewport_height = 2.0 * h;
let viewport_width = image.aspect_ratio * viewport_height;
let forward = (look_from - look_at).unit_vector();
let right = up.cross(&forward).unit_vector();
let up = forward.cross(&right);
let horizontal = focus_distance * viewport_width * right;
let vertical = focus_distance * viewport_height * up;
Camera {
viewport_height,
viewport_width,
origin: look_from,
horizontal,
vertical,
upper_left_corner: look_from + vertical / 2.0
- horizontal / 2.0
- focus_distance * forward,
forward,
right,
up,
lens_radius: aperture * 0.5,
focus_distance,
}
}
pub fn get_ray(&self, u: f64, v: f64) -> Ray {
let ray_direction = self.lens_radius * random_in_unit_disk();
let offset = self.right * ray_direction.x() + self.up * ray_direction.y();
Ray::new(
self.origin + offset,
self.upper_left_corner + u * self.horizontal - v * self.vertical - self.origin - offset,
)
}
pub fn go_forward(&mut self, go: f64) {
self.origin += self.forward * go;
self.upper_left_corner = self.origin + self.vertical / 2.0
- self.horizontal / 2.0
- self.focus_distance * self.forward;
}
pub fn go_right(&mut self, go: f64) {
self.origin += self.right * go;
self.upper_left_corner = self.origin + self.vertical / 2.0
- self.horizontal / 2.0
- self.focus_distance * self.forward;
}
}
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