coupe interesction cylinder
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+24
-1
@@ -6,7 +6,7 @@
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/15 19:46:16 by yantoine #+# #+# */
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/* Updated: 2025/02/15 19:48:43 by yantoine ### ########.fr */
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/* Updated: 2025/02/17 17:31:42 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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@@ -23,3 +23,26 @@ t_scene parsing_sphere(const char *line, t_scene scene)
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scene.numSpheres++;
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return (scene);
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}
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float intersectSphere(Ray ray, Sphere s, t_vec3 *hitNormal)
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{
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t_calc calc;
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calc.oc = vec3_sub(ray.origin, s.center);
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calc.a = vec3_dot(ray.dir, ray.dir);
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calc.b = 2.0f * vec3_dot(calc.oc, ray.dir);
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c = vec3_dot(calc.oc, calc.oc) - s.radius * s.radius;
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calc.disc = calc.b * calc.b - 4 * calc.a * c;
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if (calc.disc < 0)
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return (-1);
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calc.sqrtDisc = sqrtf(calc.disc);
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calc.t0 = (-calc.b - calc.sqrtDisc) / (2 * calc.a);
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calc.t1 = (-calc.b + calc.sqrtDisc) / (2 * calc.a);
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calc.t = (calc.t0 > 1e-3f) ? calc.t0 : calc.t1;
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if (calc.t < 1e-3f)
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return (-1);
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calc.hitPoint = vec3_add(ray.origin, vec3_scale(ray.dir, calc.t));
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*hitNormal = vec3_normalize(vec3_sub(calc.hitPoint, s.center));
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return (calc.t);
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}
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