library: light: spot_light: add sample_ray method
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@ -1,12 +1,13 @@
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use super::{Light, SpatialLight};
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use super::{Light, SpatialLight};
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use crate::core::LinearColor;
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use crate::core::LinearColor;
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use crate::{Point, Vector};
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use crate::{Point, Vector};
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use beevee::ray::Ray;
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use nalgebra::Rotation3;
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use nalgebra::Unit;
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use nalgebra::Unit;
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use rand::{distributions::Uniform, Rng};
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use serde::Deserialize;
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use serde::Deserialize;
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/// Represent a light emanating from a directed light-source, outputting rays in a cone.
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/// Represent a light emanating from a directed light-source, outputting rays in a cone.
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///
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/// The illumination cone cannot have an FOV over 180°.
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#[serde(from = "SerializedSpotLight")]
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#[serde(from = "SerializedSpotLight")]
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#[derive(Debug, PartialEq, Deserialize)]
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#[derive(Debug, PartialEq, Deserialize)]
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pub struct SpotLight {
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pub struct SpotLight {
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@ -46,6 +47,51 @@ impl SpotLight {
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color,
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color,
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)
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)
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}
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}
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/// Uniformly sample a ray from the spot-light in a random direction.
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///
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/// # Examles
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///
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///```
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/// # use pathtracer::light::SpotLight;
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/// # use pathtracer::core::color::LinearColor;
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/// # use pathtracer::{Point, Vector};
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/// #
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/// let spot_light = SpotLight::degrees_new(
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/// Point::origin(),
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/// Vector::x_axis(),
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/// 90.,
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/// LinearColor::new(1.0, 0.0, 1.0),
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/// );
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/// let sampled = spot_light.sample_ray();
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/// ```
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pub fn sample_ray(&self) -> Ray {
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let mut rng = rand::thread_rng();
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// Sample cap at Z-pole uniformly
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// See <https://math.stackexchange.com/questions/56784>
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let theta = rng.gen_range(0., std::f32::consts::PI * 2.);
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let z = rng.sample(Uniform::new(self.cosine_value, 1.)); // Inclusive for the poles
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let dir = Unit::new_unchecked(Vector::new(
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// this vector is already of unit length
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f32::sqrt(1. - z * z) * f32::cos(theta),
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f32::sqrt(1. - z * z) * f32::sin(theta),
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z,
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));
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let dir =
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if let Some(rotate) = Rotation3::rotation_between(&Vector::z_axis(), &self.direction) {
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// Rotate the direction if needed
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rotate * dir
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} else if self.direction.dot(&dir) < 0. {
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// Special case if the direction is directly opposite, its rotation axis is
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// undefined, but we don't care about a special axis to perform the rotation
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-dir
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} else {
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dir
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};
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// We should now be oriented the right way
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debug_assert!(self.direction.dot(&dir) >= self.cosine_value);
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Ray::new(self.position, dir)
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}
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}
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}
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impl Light for SpotLight {
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impl Light for SpotLight {
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