pinhole camera ray map like vanilla (vertical fov 70, horizontal from aspect, pixel centres, no roll) instead of yaw/pitch corner rotation that squashed photos vertically by cos 35, shared buildRayMap in test tools, camera projection test scenes
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@@ -24,7 +24,6 @@ import eu.mhsl.minecraft.pixelpics.render.snapshot.SnapshotBuilder;
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import eu.mhsl.minecraft.pixelpics.render.snapshot.WorldSnapshot;
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import eu.mhsl.minecraft.pixelpics.render.tint.BiomeTintProvider;
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import eu.mhsl.minecraft.pixelpics.render.util.ColorUtil;
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import eu.mhsl.minecraft.pixelpics.render.util.MathUtil;
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import java.awt.image.BufferedImage;
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import java.awt.image.DataBufferInt;
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import java.util.ArrayList;
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@@ -46,10 +45,11 @@ import org.bukkit.util.Vector;
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*/
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public class DefaultScreenRenderer implements Renderer {
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/** Horizontal half field-of-view; the vertical half is derived from the output aspect ratio. */
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private static final double H_FOV_HALF_RAD = Math.toRadians(35);
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private static final Vector BASE_VEC = new Vector(1, 0, 0);
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/**
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* Vertical field of view in degrees (vanilla's default FOV option, which is vertical too); the
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* horizontal FOV follows from the image aspect ratio. Square photos: 70° both ways.
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*/
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public static final double V_FOV_DEG = 70;
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private static final double MAX_DISTANCE = 256;
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private static final int REFLECTION_DEPTH = 4;
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@@ -203,45 +203,36 @@ public class DefaultScreenRenderer implements Renderer {
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}
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}
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private List<Vector> buildRayMap(Location eyeLocation, int width, int height) {
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Vector lineDirection = eyeLocation.getDirection();
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/**
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* Pinhole camera like vanilla's projection: the rays go through a flat image plane one unit in front
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* of the eye, {@code ray = forward + u·tan(fovX/2)·right + v·tan(fovY/2)·up} with u, v ∈ [-1, 1] at
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* the pixel centres, row 0 = top. The vertical FOV is fixed ({@link #V_FOV_DEG}, like vanilla's
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* default 70°), the horizontal one follows from the aspect ratio ({@code tan(fovX/2) = tan(fovY/2)·w/h}),
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* so one pixel covers the same angle (at the centre) both ways and squares stay square. Right/up come
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* from the yaw/pitch of {@code eye} (no roll), so looking straight up or down keeps the yaw orientation.
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*/
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public static List<Vector> buildRayMap(Location eye, int width, int height) {
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double yaw = Math.toRadians(eye.getYaw());
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Vector forward = eye.getDirection();
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// Player's right in Minecraft's coordinates (yaw 0 = south/+Z → right = west/−X).
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Vector right = new Vector(-Math.cos(yaw), 0, -Math.sin(yaw));
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Vector up = right.getCrossProduct(forward).normalize();
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double x = lineDirection.getX();
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double y = lineDirection.getY();
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double z = lineDirection.getZ();
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double angleYaw = Math.atan2(z, x);
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double anglePitch = Math.atan2(y, Math.sqrt(x * x + z * z));
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// Derive the vertical half-FOV from the horizontal one so square output is not distorted.
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double yawHalf = H_FOV_HALF_RAD;
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double pitchHalf = Math.atan(Math.tan(yawHalf) * ((double) height / width));
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Vector lowerLeftCorner = MathUtil.doubleYawPitchRotation(BASE_VEC, -yawHalf, -pitchHalf, angleYaw, anglePitch);
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Vector upperLeftCorner = MathUtil.doubleYawPitchRotation(BASE_VEC, -yawHalf, pitchHalf, angleYaw, anglePitch);
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Vector lowerRightCorner = MathUtil.doubleYawPitchRotation(BASE_VEC, yawHalf, -pitchHalf, angleYaw, anglePitch);
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Vector upperRightCorner = MathUtil.doubleYawPitchRotation(BASE_VEC, yawHalf, pitchHalf, angleYaw, anglePitch);
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double tanY = Math.tan(Math.toRadians(V_FOV_DEG) / 2);
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double tanX = tanY * width / height;
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List<Vector> rayMap = new ArrayList<>(width * height);
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Vector leftFraction = upperLeftCorner.clone().subtract(lowerLeftCorner).multiply(1.0 / (height - 1));
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Vector rightFraction =
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upperRightCorner.clone().subtract(lowerRightCorner).multiply(1.0 / (height - 1));
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for (int pitch = 0; pitch < height; pitch++) {
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Vector leftPitch =
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upperLeftCorner.clone().subtract(leftFraction.clone().multiply(pitch));
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Vector rightPitch =
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upperRightCorner.clone().subtract(rightFraction.clone().multiply(pitch));
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Vector yawFraction = rightPitch.clone().subtract(leftPitch).multiply(1.0 / (width - 1));
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for (int yaw = 0; yaw < width; yaw++) {
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Vector ray =
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leftPitch.clone().add(yawFraction.clone().multiply(yaw)).normalize();
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rayMap.add(ray);
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for (int row = 0; row < height; row++) {
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double v = (1 - 2 * (row + 0.5) / height) * tanY;
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for (int col = 0; col < width; col++) {
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double u = (2 * (col + 0.5) / width - 1) * tanX;
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rayMap.add(new Vector(
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forward.getX() + u * right.getX() + v * up.getX(),
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forward.getY() + u * right.getY() + v * up.getY(),
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forward.getZ() + u * right.getZ() + v * up.getZ())
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.normalize());
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}
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}
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return rayMap;
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}
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}
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@@ -7,28 +7,6 @@ public class MathUtil {
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private MathUtil() {}
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private static Vector yawPitchRotation(Vector base, double angleYaw, double anglePitch) {
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double oldX = base.getX();
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double oldY = base.getY();
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double oldZ = base.getZ();
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double sinOne = Math.sin(angleYaw);
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double sinTwo = Math.sin(anglePitch);
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double cosOne = Math.cos(angleYaw);
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double cosTwo = Math.cos(anglePitch);
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double newX = oldX * cosOne * cosTwo - oldY * cosOne * sinTwo - oldZ * sinOne;
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double newY = oldX * sinTwo + oldY * cosTwo;
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double newZ = oldX * sinOne * cosTwo - oldY * sinOne * sinTwo + oldZ * cosOne;
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return new Vector(newX, newY, newZ);
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}
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public static Vector doubleYawPitchRotation(
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Vector base, double firstYaw, double firstPitch, double secondYaw, double secondPitch) {
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return yawPitchRotation(yawPitchRotation(base, firstYaw, firstPitch), secondYaw, secondPitch);
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}
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/** Reflects {@code direction} across the plane with the given (unit) {@code normal}. */
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public static Vector reflectVector(Vector direction, Vector normal) {
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return direction.clone().subtract(normal.clone().multiply(2 * direction.dot(normal)));
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