Rust uses degrees?
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@@ -69,7 +69,7 @@ impl Camera {
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pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
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pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
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//All good
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//All good
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let aspect = width as f64 / height as f64;
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let aspect = width as f64 / height as f64;
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let fovy_radians = (self.fovy as f64).to_radians();
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let fovy_radians = self.fovy as f64;
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let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
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let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
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// All good
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// All good
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let view_direction = self.target - self.eye;
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let view_direction = self.target - self.eye;
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@@ -92,9 +92,6 @@ impl Camera {
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let direction = view_direction + horizontal + vertical;
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let direction = view_direction + horizontal + vertical;
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let ray = Ray::new(self.eye, Unit::new_normalize(direction));
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let ray = Ray::new(self.eye, Unit::new_normalize(direction));
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if i == j {
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println!("{}", ray.b.into_inner());
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}
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rays.push(ray);
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rays.push(ray);
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}
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}
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}
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}
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