Refactor camera code to use aspect ratio
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@ -19,22 +19,22 @@ pub struct Camera {
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impl Camera {
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// Constructs a new camera from a position and viewing direction.
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pub fn new_(pos: Point3<f32>, dir: Vector3<f32>, up: Vector3<f32>, focal_length: f32,
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canvas_x: f32, canvas_y: f32, image_x: u32, image_y: u32) -> Self {
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pub fn new_(pos: Point3<f32>, dir: Vector3<f32>, up: Vector3<f32>,
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focal_length: f32, aspect_ratio: f32, canvas_x: f32, image_x: u32) -> Self {
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let iso = Isometry3::face_towards(&pos, &(pos + dir), &up);
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Camera {
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matrix: iso,
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focal_length: focal_length,
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canvas_size: Vector2::new(canvas_x, canvas_y),
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image_size: Vector2::new(image_x, image_y)
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canvas_size: Vector2::new(canvas_x, canvas_x * aspect_ratio),
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image_size: Vector2::new(image_x, (image_x as f32 * aspect_ratio) as u32)
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}
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}
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// Constructs a new camera from a position and viewing direction
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// (assuming the camera is oriented upright).
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pub fn new(pos: Point3<f32>, dir: Vector3<f32>, focal_length: f32,
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canvas_x: f32, canvas_y: f32, image_x: u32, image_y: u32) -> Self
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{ Camera::new_(pos, dir, Vector3::y(), focal_length, canvas_x, canvas_y, image_x, image_y) }
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pub fn new(pos: Point3<f32>, dir: Vector3<f32>,
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focal_length: f32, aspect_ratio: f32, canvas_x: f32, image_x: u32) -> Self
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{ Camera::new_(pos, dir, Vector3::y(), focal_length, aspect_ratio, canvas_x, image_x) }
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pub fn pos(&self) -> Point3<f32> { Point3::from(self.matrix.translation.vector) }
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@ -70,9 +70,8 @@ mod tests {
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fn camera_pos() {
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let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0),
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Vector3::new(1.0, 0.0, 0.0),
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1.0,
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2.0, 2.0,
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800, 800);
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1.0, 1.0,
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2.0, 800);
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assert_eq!(camera.pos(), Point3::new(-5.0, 0.0, 0.0));
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}
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@ -81,9 +80,8 @@ mod tests {
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fn camera_matrix1() {
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let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0),
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Vector3::new(1.0, 0.0, 0.0),
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1.0,
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2.0, 2.0,
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800, 800);
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1.0, 1.0,
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2.0, 800);
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let point = Point3::new(0.0, 0.0, 4.0);
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let point = camera.matrix * point;
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@ -95,9 +93,8 @@ mod tests {
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fn camera_matrix2() {
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let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0),
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Vector3::new(1.0, 0.0, 0.0),
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1.0,
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2.0, 2.0,
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800, 800);
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1.0, 1.0,
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2.0, 800);
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let point = Point3::new(4.0, 0.0, 0.0);
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let point = camera.matrix * point;
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@ -109,9 +106,8 @@ mod tests {
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fn camera_project1() {
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let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0),
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Vector3::new(1.0, 0.0, 0.0),
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1.0,
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2.0, 2.0,
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800, 800);
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1.0, 1.0,
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2.0, 800);
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let point = camera.project(400, 400);
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let point = round(point); // round to avoid errors
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@ -122,9 +118,8 @@ mod tests {
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fn camera_project2() {
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let camera: Camera = Camera::new(Point3::new(-5.0, 0.0, 0.0),
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Vector3::new(1.0, 0.0, 0.0),
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1.0,
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2.0, 2.0,
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800, 800);
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1.0, 1.0,
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2.0, 800);
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let point = camera.project(0, 0);
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let point = round(point); // round to avoid errors
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@ -52,7 +52,7 @@ fn render(camera: &Camera, scene: &Scene, filename: &str) -> std::io::Result<()>
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fn main() -> std::io::Result<()> {
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let camera = Camera::new(Point3::new(0.0,1.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 2.0, 2.0, 500, 500);
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let camera = Camera::new(Point3::new(0.0,1.0,0.0), Vector3::new(0.0,0.0,1.0), 1.0, 1.0, 2.0, 500);
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let scene = vec![
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Object::new(Plane::xz(|x, y| Color::new(y.sin(), x.cos(), 0.0))),
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