library: light: point_light: add sample_ray method
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@ -1,7 +1,9 @@
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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::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 point in space, following the square distance law.
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/// Represent a light emanating from a point in space, following the square distance law.
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@ -29,6 +31,36 @@ impl PointLight {
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pub fn new(position: Point, color: LinearColor) -> Self {
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pub fn new(position: Point, color: LinearColor) -> Self {
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PointLight { position, color }
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PointLight { position, color }
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}
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}
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/// Uniformly sample a ray from the point-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::PointLight;
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/// # use pathtracer::core::color::LinearColor;
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/// # use pathtracer::Point;
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/// #
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/// let dir_light = PointLight::new(
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/// Point::origin(),
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/// LinearColor::new(1.0, 0.0, 1.0),
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/// );
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/// let sampled = dir_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 sphere uniformly
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// See <https://mathworld.wolfram.com/SpherePointPicking.html>
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let theta = rng.gen_range(0., std::f32::consts::PI * 2.);
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let y = rng.sample(Uniform::new(-1., 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. - y * y) * f32::cos(theta),
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y,
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f32::sqrt(1. - y * y) * f32::sin(theta),
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));
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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 PointLight {
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impl Light for PointLight {
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